本章顶点数组用纹理坐标替代了颜色。
The vertex array now has a texture coordinate component instead of a color component.
为什么2是底部数而不最右边的顶点数呢?
讨论了给定边数和顶点数的图的一类极值问题。
We consider the family of graphs with a fixed number of vertices and edges.
3dvertex需要使用到变换及照明顶点数据。
建模程序通常显示几何顶点数,即,构成模型的顶点数。
Modeling applications usually display the geometric vertex count, i. e. number of points that make up a model.
准备好了顶点数据,就可以通过绘制指令将其渲染为图元了。
Once the vertex data is properly specified, it is then rendered as a Primitive via a drawing command.
从顶点数据流中读出顶点后,就由着色器函数来对其进行处理。
Vertices are read from the vertex data stream and are sequentially processed by the shader function.
在初始化错误:显卡或驱动不支持UBYTE4 N顶点数据。
Error during initialization: Video card or driver doesn't support UBYTE4N vertex data.
顶点数据既可以由数据缓冲区提供,也可以由图元镶嵌引擎提供。
Data can be supplied either by the vertex buffer or by the primitive tessellation engine.
在这里存在一个显然问题?为什么2是底部数而不最右边的顶点数呢?
An obvious question at this point is? Why is 2 the bottom and not the rightmost vertex?
注意,图形硬件处理在的实际的顶点数,3D程序中显示的通常是不一样的。
Note that the actual number of vertices that graphics hardware has to process is usually not the same as displayed in a 3D application.
建模工具通常显示的是模型的几何顶点数,ie,组成模型的不同角点的数目。
Modeling applications usually display the geometric vertex count, ie, the number of distinct corner points that make up a model.
请注意,显卡所处理的实际顶点数目通常不等于一个3d应用程序所报告的数目。
Note that the actual number of vertices that graphics hardware has to process is usually not the same as the number reported by a 3d application.
在这点之后,驱动可能会分配一个更大的缓存,或者你可能需要降低你的顶点数量。
The driver might allocate a larger buffer after this point, or you might need to reduce your vertex count.
调用clear清除背景后,即可通过init中创建的顶点数据和三角形绘制对象。
After a call to clear erases the background, you draw the cube by using the vertex data and triangles created in init .
通过连通性筛选,剔除了拆卸与或图中的不合理部件顶点,并使顶点数量得到有效削减。
The connectivity sieve was used to delete illogical vertices from the disassembly andor graph, which reduced the number of vertices.
后者的计算时间复杂性远远低于2N(N为图的顶点数) ,已接近于多项式时间复杂性。
The computational complexity of the improved algorithm approaches polynomial complexity, much less than 2 N ( N is the vertex number of a graph).
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.
经性能分析可知,本算法的时间复杂度和Dijkstra算法相当。空间复杂度与顶点数具有线性关系。
The performance analysis shows that the time complexity of this algorithm and the Dijkstra algorithm. Space complexity of a linear relationship with the top points.
本文首先构造一个顶点数目、顶点分布、拓扑结构、二维参数化纹理坐标都非常适合影视特效中使用的三维人脸基本网格;
First we construct a generic face mesh which vertex number, vertex distribution, mesh topology and 2D parameterization are very suitable for the film visual effect field;
VertexArray构造函数中保存了顶点数量(8个)、各顶点的组件数(x,y,z)以及各组件的大小(1字节)。
The constructor of VertexArray takes the number of vertices (eight), the number of components per vertex (x, y, z), and the size of each component (one byte).
同时我指出了希伍德对顶点数套用数学归纳法的格式来证明“五色定理”的方法是错误的,从而否定了希伍德证明的“五色定理”。
I is pointed out that Heawood applied the mathematical induction for the vertex number to prove 'The Five Color theorem' is incorrect.
要检测未与一个顶点对其的一个点右侧的交点数量,首先使用水平线与一个线段(Xi)相交的坐标公式。
To detect the number of intersections to the right from a point that is not aligned with a vertex, start with the formula of the coordinate where the horizontal line intersects a segment (Xi).
要检测未与一个顶点对其的一个点右侧的交点数量,首先使用水平线与一个线段(Xi)相交的坐标公式。
To detect the number of intersections to the right from a point that is not aligned with a vertex, start with the formula of the coordinate where the horizontal line intersects a segment (Xi).
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