分割边缘和移动点交互与添加顶点工具。
Split edges and move points interactively with the Add Vertex Tool.
每次向树中添加顶点后,都要遍历优先级队列查找并删除这样的边。
We could go through the queue looking for and removing any such edges each time we added a new vertex to the tree.
向一个图片添加两个顶点并将它们通过边连接起来的动作称之为“related _ to”,它是这么实现的。
Adding two vertices to a graph and connecting them through an edge named "related_to" is done as following.
同样地,添加polyline(具有多个顶点的线)需要存储一些数据。
Similarly, adding polylines (lines with multiple vertices) requires storing some data.
在创建一个点shapefile时,若系统提示添加一个多线形状,那么就以单个点添加每个顶点。
While creating a point shapefile, when you are prompted to add a polyline shape, add each vertex as an individual point.
使用变形工具,按住COMMAND键拖拽转角顶点,以适合我们想添加肌理的方块。
Using the Transform tool Command-drag the corners to fit one of the rectangles we want to texture.
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.
因为位置索引和纹理坐标使用相同的顶点个数,它们能够被添加到输入层次中。
Since the position indices and texture coordinates share the same frequency, they can be added to the input layout.
添加修饰符来编辑网栈,顶点点击子对象,使用软选择。
Add a Edit Mesh modifier to the stack, click on vertices subobject, enable Use Soft Selection.
添加修饰符来编辑网栈,顶点点击子对象,使用软选择。
Add a Edit Mesh modifier to the stack, click on vertices subobject, enable Use Soft Selection.
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