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.
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