几何着色器的输入图元的类型是图元组装步骤的一个子集。
The input primitives for geometry shaders are the output primitives from a subset of the primitive Assembly process.
所以当你将三角形带作为一个单独的图元输送给几何着色器时,它会将其视作若干个三角形。
So if you send a triangle strip as a single primitive, what the geometry shader will see is a series of triangles.
如果启用了细分或几何着色器,那么一个限制级的图元组装过程就会在那些顶点处理阶段之前执行。
If tessellation or geometry shaders are active, then a limited form of primitive assembly is executed before these Vertex Processing stages.
一开始我只是在建筑正立面的图片上着色,把它们转化成生动的几何形体。
In the beginning I just coloured in pictures of straight facades, transforming them into vibrant, geometric structures.
这个核心是独特的设计来处理这么重的几何和着色的游戏,您将看到超过100%的原始力量的增加。
This core is uniquely designed to handle that so geometric and shader heavy games you will see more than the 100% raw power increase.
如果使用自定义的着色器,它们必须是pixel - lit并使用几何渲染队列。
If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue.
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.
牌面上印有若干种着色的几何图形及其汉字名称和汉语拼音。
A plurality of colored geometric figures, Chinese names of the geometric figures and the Bopomofo letters are printed on the surfaces of CARDS.
牌面上印有若干种着色的几何图形及其汉字名称和汉语拼音。
A plurality of colored geometric figures, Chinese names of the geometric figures and the Bopomofo letters are printed on the surfaces of CARDS.
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