• 片段着色器通常会发生变形

    Usually the texturing happens in the fragment shader.

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  • 片段着色器可选的。

    Fragment shaders are optional.

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  • 如何通过一个附加纹理顶点片段着色器

    How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?

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  • 片段着色输出片段数据经过一系列后续步骤

    The fragment data output from the fragment processor is then passed through a sequence of steps.

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  • 第一化身像素着色称为片段着色器这个名字仍然有意义

    The first incarnation of these were pixel shaders, also known as fragment shaders, where the name still made sense.

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  • 片段着色输出结果深度、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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  • 片段着色不能设置片段模板,但是确实能够控制片段颜色值和深度值。

    Fragment shaders are not able to set the stencil data for a fragment, but they do have control over the color and depth values.

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  • 注意尽管这些测试名义上片段着色之后发生的,在某些条件下他们其实可以片段着色器之前发生。

    Note: Though these are specified to happen after the fragment shader, they can be made to happen before the fragment shader under certain conditions.

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

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

    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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