所有顶点都被视图截锥的右平面所剪裁。
All vertices are clipped by the right plane of the viewing frustum.
所有顶点都被视图截锥的前平面所剪辑。
All vertices are clipped by the front plane of the viewing frustum.
所有顶点都是不同的,而且城堡的城墙不会交叉。
All vertices are different and the sides of the castle do not intersect anywhere except for vertices.
我们将给出一个类似的圆判据,它说,所有顶点或边系统的某些频域条件可保证整个不确定系统是绝对稳定的。
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.
讨论的是上层不带约束的二层线性规划模型,给出了求其所有顶点的算法,此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.
在这一架构中,来自各顶点的所有数据都必须同时可用。
In this architecture, all data for each vertex must be available at the same time.
在上面的第一个可行域中,优化解决方案是解析空间中的右顶点,而这个解析空间是一个由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.
在所有的时间里,我一直在做软件,所以我只见过五维顶点案例。
This is, in all the time I've been doing software, the only five-dimensional vertex case I've ever seen.
尽量不使用所有的灯光,即使是顶点灯光。
禁用正向渲染添加通道。这会使这个着色器支持一个完整的方向光和所有逐顶点/SH计算的光照,使着色器变小。
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.
找到从最新的顶点到其他顶点的所有边,这些顶点不能在树的集合中。把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.
直到上世纪70年代中期,我们所有人都在前人的学说下工作,即生态圈正趋向不变的平衡,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.
在质量设置中调整像素灯光的数量。只有平行光应该是逐像素的,其他所有都应该是逐顶点的。当然,这取决于游戏。
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.
目标-没有顶点组被分配时,默认的目标权重是为所有的顶点。
Goal - The default goal weight for all vertices when no Vertex Group is assigned.
顶点照明渲染路径通常在一个通道中渲染物体,所有光源的照明都是在物体的顶点上进行计算的。
Vertex Lit path generally renders each object in one pass, with lighting from all lights calculated at object vertices.
该模型首先将问题解空间的DNA分子固定在固体载体上,然后通过进行相应的生化反应来求得图的最小顶点覆盖问题的所有解。
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.
如果模型是一个封闭物体,那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.
因此,大自然的所有事物都是顶点,同时也没有任何事物是顶点。
So everything in Nature is at the top, and yet no one thing is at the top.
在算法中,所有的B3样条曲线的控制点可以通过对多边形的顶点简单计算产生。
The control points of the B3-spline to be constructed are computed simply by the vertices of the given polygon.
然后代入伯恩塞德公式,求得所有正多面体的顶点着色公式。
Then it is substituted in burnside formula all vertex-coloring formulas of the regular polyhedron are determined.
通常我写了因为现在可以使用纹理在所有着色器: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.
所有与渲染管线状态相关的操作有:着色器,顶点布局,混合模式,渲染目标格式等。这些操作可在渲染之前甚至在最初创建及验证。
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.
它解释了所有的元素转换XML文件从生成到一个应用程序的部署工作顶点。
It explains all the elements of the conversion, from generating XML files to the deployment of a working APEX application.
所有的控制顶点仅仅由切线多边形的顶点直接产生。
The all control points can be generated simply by the vertices of the given tangent polygons.
如果你正在移植z轴指向上的左手系建模应用程序,你就必须将所有的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.
改变一个边会影响到所有与之相联系的顶点、面、多边形。
Transforming an edge affects all connected vertices, faces and polygons.
动画帧所有网格顶点包含着顶点的位置(可能包括法线)其全部储存在内存中。
Vertex positions (may include normals also) for all the vertices in the mesh for all the animation frames are stored in memory.
动画帧所有网格顶点包含着顶点的位置(可能包括法线)其全部储存在内存中。
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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