相反,我们有一个改进的渲染方法,堆叠在彼此顶部系列。
Instead, we have a series of improved render methods that stack on top of each other.
花一些时间来深入了解不同的渲染方法,并相应地设计你的游戏。
Spend some time looking into different rendering approaches and design your game accordingly.
最后,本文给出了一种基于逃逸时间算法的广义M集的渲染方法。
Finally a rendering method based on the escape-time method to draw the generalized m set in different colors is offered.
定制标记有两个方法,分别返回组件类型和渲染器类型。
The custom tag has two methods that return the component type and the renderer type.
这提供了一种利用客户机节点的处理能力(和图形卡)来迅速渲染大型3-D环境的绝好方法。
This provides an excellent method for using the processing power of your client nodes (and graphics cards) to render large 3-D environments quickly.
例如,你可以很容易编写自己的视图类来改变视图选择和渲染的方法,或者为模型换用另一个数据库平台(默认的Ruby的Sequel)。
For example, you can easily write your own view class to change the way views are selected or rendered, or use a different database platform for models (the default is Ruby Sequel).
我们添加了两个form_column帮助方法将它们作为密码输入正确地进行渲染。
We add two form_column helpers to render them correctly as password inputs.
Field组件做的编码比解码多得多,所以它的渲染器有许多编码方法,而只有一个解码方法。
The Field component does a lot more encoding than decoding, so its renderer has many encoding methods but just one decoding method. In Listing 8 you can see the Field component's renderer
将三角形排除在渲染操作之外的方法称为背景拣出。
The process of excluding triangles from rendering is called culling.
因为渲染3d世界的方法是如此之多,以至于几乎不可能给出一个在所有情形下都能工作的图形管道的描述。
Because there are so many different methods of rendering 3d worlds, it's nearly impossible to give a description of a graphics pipeline that works in all situations.
这些方法用于查找配置在faces - config . xml中的正确的渲染器和组件。
These are used to look up the correct renderer and the component that is configured in faces-config.xml.
该系统从渲染到最后分屏软拼接均采用基于PC集群的架构和纯软件的实现方法。
The realizations of the system from distributed rendering to final tiled display are all based on pure software and PC cluster.
提出了一种在虚拟环境中利用不同的视觉敏锐度公式进行自适应渲染的新方法。
A new method of adaptable rendering for interacting in Virtual Environment (VE) through the use of different visual acuity equations is proposed.
此方法在渲染过程中除了考虑太阳光和天空光的照射,还考虑了物体间的能量传递,可以表现出物体间相互反射的效果。
The algorithm simulates the effects of not only the illumination of sunlight and skylight, but also the energy exchange among scene objects to have inter-reflection.
唯一的其他方法来模拟这种效果与粒子发生器精心渲染时间的增加,空你的钱包。
The only other way to simulate this effect is with elaborate particle generators which add render time and empty your wallet.
为了准确表现三维磁层的结构,提出了一种用直接体渲染技术对三维磁层粒子进行可视化的方法。
To present the structure of three-dimensional magnetosphere, the method of visualization of three-dimensional magnetosphere with the technique of direct volume rendering was promoted.
渲染3d没有图书馆的最佳方法是什么?
因为很多种方法可以渲染这个顶点的索引并且他对知道关于调试的原因是有好处的。
Since there is some various ways to render this indices and some of them are good to know about for debugging reasons. I'll go through them all.
文中提出水环境建模的方案,并且总结了在兼顾景观表现和实时显示速度的前提下提高渲染速度的方法。
The paper presents the scheme of water environment model, and has a summary of the method of improving render velocity on the premise of ensuring view exhibition and real-time display velocity.
该方法可以渲染动态物体表面的软阴影,相互反射等全局光照效果。
This method could render soft shadow and inter-reflection for multiple dynamic objects efficiently.
地形渲染的方法主要有三种:蛮力,静态层次细节,动态层次细节。
There are three basic methods of terrain rendering: brute force, static level of detail, dynamic level of detail.
利用高动态范围(HDR)渲染,采用本文提出的方法可以将合成的场景实时渲染到真实的环境中去。
With the High Dynamic Range (HDR) rendering, we can render synthesized scene objects into real environments, with out method.
因为我渲染灯光在场景渲染,我需要一种方法来剔除照明计算如果有一个物体,如一棵树,阻碍地区被点燃。
Since I'm rendering the lights after the scene is rendered, I need a way to cull lighting calculations if there is an object, such as a tree, obstructing the area being lit.
我还要做初始化方法取我的,而不是在渲染。
I would also do my fetching in the initialize methods, not in the renders.
最简单的方法就是你当你打开投影纹理和设置纹理变换矩阵的时候仅仅渲染那些你试图把纹理投射上去的多边形。
One is to simply only render the polygons you intend to project the texture on when you have projecting texture active and the projection in the texture transformation matrix.
为桌面构建目标渲染的方法是根据附近的灯光的亮度和当前的质量设置( Quality Settings)在运行时确定。
The rendering method is determined at runtime depending on the brightness of nearby lights and current Quality Settings for desktop build target.
地形渲染领域主要关心如何把这些美丽的自然景象用一种实时的方法渲染出来。
The terrain rendering field is concerned with how to render all these magnificent natural features in real-time.
地形渲染领域主要关心如何把这些美丽的自然景象用一种实时的方法渲染出来。
The terrain rendering field is concerned with how to render all these magnificent natural features in real-time.
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