• 几何着色器输入元的类型组装步骤一个子集

    The input primitives for geometry shaders are the output primitives from a subset of the primitive Assembly process.

    youdao

  • 所以三角形作为一个单独图元输送给几何着色器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.

    youdao

  • 如果启用了细分几何着色那么一个限制图元组装过程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.

    youdao

  • 如果使用自定义着色器它们必须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.

    youdao

  • 通常写了因为现在可以使用纹理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.

    youdao

  • 通常写了因为现在可以使用纹理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.

    youdao

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