• 作为最终场景一部分光晕纹理缩小使用双线性过滤场景直接输出缓冲尺寸

    As part of the final scene pass, the bloom texture is scaled to the size of the back buffer using bilinear filtering and added directly to the output of the scene.

    youdao

  • 坦白地说我们处于初期物理那里Z轴缓冲双线性过滤-事情明显现在完全不同

    Frankly, we're still in the early days of physics, much like 3D in the early days where you had Z-buffer and bilinear filtering - things are obviously quite different nowadays.

    youdao

  • 坦白地说我们处于初期物理那里Z轴缓冲双线性过滤-事情明显现在完全不同

    Frankly, we're still in the early days of physics, much like 3D in the early days where you had Z-buffer and bilinear filtering - things are obviously quite different nowadays.

    youdao

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