我试图编译PC 版(运转良好),但WebGL 版的构建导致宇航员变成了黑色/没有纹理的情况。
I attempted to compile for PC ( which worked fine ) but the WebGL build resulted in the astronaut being black / having no texture.
第1步 :一个球体的纹理是一个没有颜色的嵌入的配置文件的8位图像。
Step 1: A sphere’s texture is an 8-bit image with no color profile embedded.
纹理图案背景在网络上没有什么新鲜的。
到现在为止,我还没有见过任何工具可以支持在X3D中使用SVG进行表面纹理的处理,但是的确有计划要支持这种功能。
So far I haven't seen any tools that support SVG for texturing surfaces in X3D, but the plan is to support that.
下面是没有任何纹理的图像。
在这个场景中,我没有使用任何网上的素材或是材质库来制作纹理。
In this scene, there is no texture that comes from any Internet source or texture libraries.
目前,没有一个标准来描述手套在何种程度上是有纹理的。
Currently, there is no standard for describing the extent to which gloves are textured.
我们将模型没有像平面,同时创造纹理和高效的着色器网络。
We will model without image planes, while creating textures and efficient shader networks.
如果不使用级联阴影,整个阴影距离(仍然是50单位)内,阴影纹理均匀的覆盖。没有级联,硬阴影看起来像这样。
If no cascaded shadow maps were used, the entire shadow distance (still 50 units in our case) must be covered by the shadow texture uniformly. Hard shadows would look like this with no cascades.
没有比复上材质和纹理还令人兴奋的事了。下面你可以看到一些例子。
There is nothing very exciting to tell you about the materials and textures. Here you can see some examples.
你注意到Beautiful Type网站所用的纹理设计,它既没有偏离主题也没有过分夸张,而是将一个原本看起来就很好的网站更是锦上添花。
Notice how the texture used on Beautiful Type’s site below isn’t distracting or exaggerated but instead merely brings a nice finish to a site that would already look perfectly good without it.
纹理模式-尽可能的尝试绘制一切内容。注意,如果场景中没有布置灯光,渲染结果将仍然为黑色。
Textured - Attempts to draw everything as completely as possible. Note that if you have no lighting in your scene, everything will remain black.
打开第一张有阴影纹理,没有边线的图片。
Open the first image - Shaded with texture, no edge lines - in Photoshop.
内部空间没有涂漆,暴露混凝土纹理。连结讲座馆的内墙是隔音墙,由贴面穿孔板做成。
Inner space is without paint and exposes a texture of concrete. Interior wall attached to the lecture pavilion is an acoustic wall and is made of veneered perforated sheet.
创建私人会议室没有削弱空间的连续性,并运用添加纹理的玻璃表面来界定公共空间。
To create private boardrooms without impairing the sense of continuity, branded textures were used on the glass surfaces bounding the public Spaces.
你必须能够高质量的网格纹理一起真的很好,没有像街区远的距离。
You must be able to make HIGH quality textures that mesh together really well and do not look like blocks from far distances.
我们将采取循序渐进的方式,通过这个过程,从没有用modo渲染器集成在我们的纹理进行一些看开发结束我们的项目。
We'll take a step-by-step approach through the process, starting with nothing and ending our project by using the MODO renderer integration to perform some look dev on our textures.
材质和纹理显示在****图中,没有显示它们真实的外貌。
Materials and textures displayed in the perspective view do not show their true appearance.
表面纹理形成一幅中国山水画的效果,使木板表面更具艺术感,25个平方米之内没有一块相同之处。
The superficial texture forms a Chinese landscape painting, makes the flooring surface to have more artistic feeling, without any similarity in 25 square meters.
我让不同的纹理在一些区域互相的重叠,但在其他的区域没有叠加,这样可以得到不同的效果。
I let different textures overlap one another and really played them up in some areas, while not as much in other areas.
阴影模式-绘制包括光照计算在内的固体表面。当使用纹理绘制时,在没有光线的情况下,所有物体呈现黑色。
Shaded - Draws solid surfaces including the lighting calculation. As with textured drawing, you won't see anything without lights.
纹理图像千变万化,目前在纹理分类上没有明确的标准。
Until now, we have no definite discipline to classify texture images because textures vary too much.
当然,在屏幕上的元素没有真正的纹理,不过它们可以具有纹理的外表。
Of course, elements on a screen don't have real texture, but they can have the appearance of it.
成熟的纹理压缩方法都是基于硬件的,纹理压缩的高压缩比潜力并没有充分被发挥出来。
The advanced texture compression methods are all based on hardware, so the potential of high compress ratio couldn't showed completely.
我并没有花很多的时间来让每个事物变得完美,因为还有很多纹理要叠放到这张图上。
There will continue to be many textures layered on top of this image so I didn't spend too much time getting everything perfect.
这些传统技艺赋予的纹理和质地是电脑所没有的。
Old techniques give textures the computer wishes it could give.
这里是HD游戏的X8的,它完美地运行,没有滞后或纹理的问题。
Here it is HD games for X8, which run perfectly with no lags or texture problems.
灰度相关直接用图像灰度进行匹配,没有考虑场景物体之间的空间和结构相关性,使得结果对结构、光照、纹理和畸变十分敏感。
Matching is performed directly with the image intensity in the area-based correlation without counting the space and structure correlation between objects.
有些实现扭曲纹理的附加网的原因,你是否注意到你有没有考虑这个问题?
Some implementations distort the textures cause of the additional mesh, have you noticed and did you consider this problem?
有些实现扭曲纹理的附加网的原因,你是否注意到你有没有考虑这个问题?
Some implementations distort the textures cause of the additional mesh, have you noticed and did you consider this problem?
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