• 所有顶点视图平面所剪裁。

    All vertices are clipped by the right plane of the viewing frustum.

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  • 所有顶点视图截锥平面所剪辑。

    All vertices are clipped by the front plane of the viewing frustum.

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  • 所有顶点都是不同的,而且城堡城墙不会交叉

    All vertices are different and the sides of the castle do not intersect anywhere except for vertices.

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  • 我们给出一个类似判据所有顶点系统某些频域条件可保证整个不确定系统绝对稳定的。

    A circle-like criterion will be given it says that some frequency-domain conditions of all vertex or edge systems guarantee the absolute stability of the whole uncertain system.

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  • 讨论上层不带约束二层线性规划模型给出了求其所有顶点算法算法为进行二层线性规划的灵敏度分析打下了坚实的基础。

    The model of bilevel linear programming which upper lever has without constraint is discussed in this paper, the algorithm which can find all vertexes of the programming is given.

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  • 架构中,来自顶点所有数据必须同时可用

    In this architecture, all data for each vertex must be available at the same time.

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  • 上面第一可行域中,优化解决方案解析空间中的顶点而这个解析空间是一个所有约束构成的三角形

    In the first feasible region above, the optimal solution is the right vertex of the solution space, which is a triangle made by all the constraints.

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  • 所有时间里一直在做软件,所以我只见顶点案例

    This is, in all the time I've been doing software, the only five-dimensional vertex case I've ever seen.

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  • 尽量使用所有灯光即使是顶点灯光。

    Try not to use lights at all, even vertex lights.

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  • 禁用正向渲染添加通道这会使这个着色支持一个完整方向所有顶点/SH计算光照,使着色变小

    Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well.

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  • 找到最新顶点其他顶点所有这些顶点不能的集合中。这些边加入优先级队列

    Find all the edges from the newest vertex to other vertices that aren't in the tree. Put these edges in the priority queue.

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  • 直到上世纪70年代中期我们所有前人的学说工作生态圈趋向不变平衡,达到顶点

    Until the mid-1970s we were all working under a legacy which said that communities are on a trajectory towards an unchanging equilibrium, the climax.

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  • 质量设置调整像素灯光数量只有平行应该逐像素的,其他所有应该是顶点的。当然取决于游戏

    Adjust pixel light count in quality Settings. Essentially only the directional light should be per pixel, everything else - per vertex. Certainly this depends on the game.

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  • 目标-没有顶点分配默认的目标权重是为所有顶点

    Goal - The default goal weight for all vertices when no Vertex Group is assigned.

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  • 顶点照明渲染路径通常一个通道中渲染物体所有光源照明都是物体的顶点进行计算的。

    Vertex Lit path generally renders each object in one pass, with lighting from all lights calculated at object vertices.

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  • 模型首先将问题空间DNA分子固定固体载体然后通过进行相应生化反应来求得图最小顶点覆盖问题的所有

    The DNA molecules of the solution space are fixed on the solid carrier, and then get the all solutions of minimal vertex covering problem by the biochemical actions.

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  • 如果模型封闭物体所有多边形顶点的排序顺序已经一致

    If the model is a single closed object, all polygons will now be consistent.

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  • 因此大自然所有事物都顶点,同时没有任何事物顶点

    So everything in Nature is at the top, and yet no one thing is at the top.

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  • 算法中,所有B3样条曲线控制点可以通过多边形顶点简单计算产生

    The control points of the B3-spline to be constructed are computed simply by the vertices of the given polygon.

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  • 然后伯恩塞德公式,求得所有多面体顶点着色公式

    Then it is substituted in burnside formula all vertex-coloring formulas of the regular polyhedron are determined.

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  • 通常写了因为现在可以使用纹理所有着色器顶点几何多边形密度

    I wrote usually because right now you can use textures in all shaders: vertex, geometry, tesselation.

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  • 所有渲染管线状态相关的操作有:着色器顶点布局混合模式渲染目标格式。这些操作在渲染之前甚至在最初创建验证

    Everything that is related to rendering pipeline state: shaders, vertex layout, blending modes, render target formats, etc. can be created and validated before rendering even starts.

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  • 解释了所有元素转换XML文件生成一个应用程序部署工作顶点

    It explains all the elements of the conversion, from generating XML files to the deployment of a working APEX application.

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  • 所有控制顶点仅仅切线多边形顶点直接产生

    The all control points can be generated simply by the vertices of the given tangent polygons.

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  • 如果正在移植z轴指向左手系建模应用程序,你就必须所有顶点数据做上述的处理。

    If you are porting a left-handed modeling application where the z-axis points up, you must do a rotation on all the vertex data in addition to the previous steps.

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  • 改变一个会影响到所有与之相联系顶点多边形

    Transforming an edge affects all connected vertices, faces and polygons.

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  • 动画所有网格顶点包含着顶点位置(可能包括法线)其全部储存内存中

    Vertex positions (may include normals also) for all the vertices in the mesh for all the animation frames are stored in memory.

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  • 动画所有网格顶点包含着顶点位置(可能包括法线)其全部储存内存中

    Vertex positions (may include normals also) for all the vertices in the mesh for all the animation frames are stored in memory.

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