• By using the depth buffer, objects are rendered correctly.

    通过使用深度缓冲对象得到正确渲染

    youdao

  • If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.

    如果Z缓冲不能纹理方式访问那么深度额外的渲染处理中被使用着色器替代技术渲染。

    youdao

  • So by using a orthoprojection and placing your objects on layers at various depth you can generate a depth buffer with data usefull for deferred lighting.

    所以利用正交投影放置对象不同深度可以生成数据有用递延照明深度缓冲区

    youdao

  • Camera actually builds the depth texture using Shader Replacement feature, so it's entirely possible to do that yourself, in case you need a different G-buffer setup.

    照相机实际上使用着色器替换功能生成深度纹理因此需要不同的G -buffer设置时,完全可以自己生成一个深度纹理。

    youdao

  • Camera actually builds the depth texture using Shader Replacement feature, so it's entirely possible to do that yourself, in case you need a different G-buffer setup.

    照相机实际上使用着色器替换功能生成深度纹理因此需要不同的G -buffer设置时,完全可以自己生成一个深度纹理。

    youdao

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