帧的局部经过位块传输后保存在缓冲区,最终在屏幕显示。 这种预转换通过帧间转换,对保持色彩状态十分重要。
This pre-conversion is critical for maintaining color state through transitions of different frames as their portions are blitted to the buffer and, eventually, the screen.
其他的飞机和载具的模型没有明显的棱角,而游戏帧速依然保持在不错的水平。
Other planes and vehicles aren't covered with jaggies, and the frame rates still manage to stay up there.
一个可行的解决办法是保持更新的速度,而减少渲染的帧速率。
A possible solution for this could be to keep updating the game at that rate, but reduce the rendering framerate.
保持一个静止帧作为代理。
每一帧调用绘制的数量。保持尽可能低的水平。
The number of draw calls per frame. Keep it as low as possible.
第二十四帧:右臂保持转动开始内收。
一个可行的解决办法是保持更新的速度,而减少渲染的帧速率。
A possible solution for this could be to keep updating the game at that rate, but reduce the rendering framerate. This can be done using following game loop.
第一帧:蹬壁后保持从耳边稍微分开的流线型。头向下面朝池底。在这一帧中,脚几乎不打水。
Pushes off wall with streamline slightly separated from ears. Head is down facing floor of pool. Little to no flutter kick is occurring during this frame.
第六帧:当手臂仍然保持向内转动,右肩开始为了抓水而伸展。
Right shoulderextension begins for the catch, while the arm remains fixed in internalrotation.
注意,你需要改变关键帧类型为直线,如果你希望岩浆的速度保持恒定的话。
Note that you will need to change the key-frame types to linear, if you want the lava's speed to be constant.
保持视线的运动你可以在一帧内获得很多运动信息。
You can get a lot of motion in one frame by keeping the eyes work.
经过大量的实验证明:该算法可以在基本保持图像质量和编码性能的情况下,使得帧内编码效率得到提高了10% - 30%之间。
After a great deal of experiments: the algorithm can make the intra-coding efficiency improved between 10%-30%, under the condition of basically maintaining the image quality and encoding performance.
第二针:起始以右臂划水。头部位置保持和第一帧相同,并且仍然最小化踢水。
Initiates pull withright arm. Head position remains in same position as frame 1, and kick stillappears to be minimal.
创建一个虚拟体,添加一个路径约束,让它跟着同一条曲线运动,但是现在(保持自动关键帧打开)回到第0帧,将百分比调到10%。
Create a dummy, and add a Path Constraint to make it follow the same spline, but now (with Auto Key on) go to frame 0 and type in 10% in the % Along Path field.
分配的资源在满足预定周期的每个帧中对客户站保持分配给客户站直至被释放。
The resources allocated remain allocated to the client station in each frame satisfying a predetermined periodicity until deallocated.
第七帧:右肩在身体下方,并且肩部保持内转,手腕伸展。
Right shoulder comesunder the body with the shoulder fixed in internal rotation with the wrist inextension.
至少部分基于所保持的历史而为这些帧生成功率控制位,生成方式能使对到来的功率控制指令的响应变慢。
Power control bits are generated for the frames, based at least in part on the history kept, in a manner that effectuates a slowing of responding to the incoming power control instructions.
第七帧:右肩在身体下方,并且肩部保持内转,手腕伸展。
Right shoulder comes under the body with the shoulder fixed in internal rotation with the wrist in extension.
第一帧(8位)数据发送完毕时,各控制信号均恢复原状态,只有TI保持高电平,呈中断申请状态。
The first frame (8) data sending finished, the control signal are restored the original state, only keep a high level, ti application state interruption.
您的代码应该在开启了垂直同步以及关闭缓冲的前提下、能够保持运行时帧速率等于或大于Rift头盔显示屏刷新率。
Your code should run at a frame rate equal to or greater than the Rift display refresh rate, v-synced and unbuffered.
在卡通风格的动画中,大多数的动作或者姿势都要保持几帧来达到卡通的有趣效果。
For cartoonish animation, most movements or pose changes can occur in only a few frames.
实验结果表明,该算法可以在大幅降低帧内预测计算复杂度的情况下保持较好的编码效果。
Experimental results show that this algorithm can significantly reduce the complexity of intra prediction with only negligible coding efficiency loss.
实验结果表明,该算法可以在大幅降低帧内预测计算复杂度的情况下保持较好的编码效果。
Experimental results show that this algorithm can significantly reduce the complexity of intra prediction with only negligible coding efficiency loss.
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