对象节点在场景中描述物体,例如角色部分,几何体物体,灯光和摄像机等等。
Object nodes represent objects in the scene, such as character parts, geometry objects, lights, cameras, and so on.
分形维数是描述自然界和非线性系统中不光滑和不规则几何体的有效工具,是所有分形对象的主要特征之一。
Fractal dimension is usually an effective way that used to describe the non-smooth and non-regular geometry objects in the nature and non-liner systems.
因此,将一些工作从GPU里拉出来,放到CPU里进行(Unity做了这些所有的事情)通常是明智的:网格蒙皮,小对象的批处理,粒子几何体更新。
So it is often sensible to pull some work off the GPU and put it onto the CPU instead (Unity does all of these) : mesh skinning, batching of small objects, particle geometry updates.
当你使用场景中的替代几何体替换一个稍后要合成的背景图像中的对象时,你要使用此选项。
Use this option when you use substitute geometry in a scene to stand in for objects in a background image that you will be compositing with later.
当你使用场景中的替代几何体替换一个稍后要合成的背景图像中的对象时,你要使用此选项。
Use this option when you use substitute geometry in a scene to stand in for objects in a background image that you will be compositing with later.
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