vertex form equation of conic 圆锥曲线的顶点式方程
Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.
当然,在顶点着色器中,我们可以使用一个通用的公式来计算和叠加光照,而不需要像上面提到的那样分别应付各种不同的情形。
Using vertex and fragment programs, it is possible to replace the traditional vertex projection and lighting equation used by real-time computer graphics hardware.
使用顶点和片元程序能够取代计算机图形硬件上使用的传统的顶点投影和光照公式。
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