• 模式清除任何颜色深度缓存

    This mode does not clear either the color or the depth buffer.

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  • 剪裁平面决定深度缓存精度如何场景分布

    The clipping planes also determine how depth buffer precision is distributed over the scene.

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  • 为了它们正常工作显卡必须支持深度缓存(INTZ格式)浮点型的渲染纹理

    Graphics card must support either native depth buffer (INTZ format) or floating point render textures in order for them to work.

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  • 可以深度缓存想象那些可见图像保存着与摄像机保持一定距离像素位置数据

    You can think of depth buffer as of another image that is hidden from you and that stores the information about how far from the camera each pixel is located.

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  • 深度测试:启用片段深度值与深度缓存中的深度值并不符合用户指定要求,则测试不通过。

    Depth test: When enabled, the test fails if the fragment's depth does not compare as the user specifies against the depth value from the underlying sample in the depth buffer.

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  • 唯一区别深度缓存深度比较不是来自矩形深度而是来自矩形的深度加上粒子纹理储存深度

    The only difference is that the depth compared with the depth buffer is not the depth from the quad, but the depth from the quad augmented by the depth stored in the particle texture.

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  • 硬件纹理加速体重建算法基础提出两种模拟三维数据切割方法:利用深度缓存实现利用离散距离实现。

    Based on hardware-accelerated texture-based volume rendering algorithm, this paper proposed two methods for volume cutting, which are based on either depth buffer or discrete distance field.

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  • 需要将图元深度信息写入深度缓存(例如施展遮挡查询测试时),使用片段着色器的渲染过程就有用。

    Rendering without a fragment shader is useful when rendering only a primitive's default depth information to the depth buffer, such as when performing Occlusion Query tests.

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  • 片段着色器的输出结果深度、模板值即将写入颜色缓存颜色值。

    The output from a fragment shader is a list of colors for each of the color buffers being written to, a depth value, and a stencil value.

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  • EPON系统中,由于接收缓存深度限制OLTONU中将经常出现不同程度的丢失现象,通过分析可以发现现有一些机制解决这个问题不是很有效

    In the EPON system, for the received buffer limit, frame loss often appears in either OLT or ONU, but now some existing methods are not efficient to solve it .

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  • EPON系统中,由于接收缓存深度限制OLTONU中将经常出现不同程度的丢失现象,通过分析可以发现现有一些机制解决这个问题不是很有效

    In the EPON system, for the received buffer limit, frame loss often appears in either OLT or ONU, but now some existing methods are not efficient to solve it .

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