• 的局部经过位块传输后保存在缓冲区最终屏幕显示。 这种预转换通过间转换,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.

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  • 其他飞机载具的模型没有明显的棱角游戏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.

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  • 一个可行解决办法保持更新速度减少渲染的速率

    A possible solution for this could be to keep updating the game at that rate, but reduce the rendering framerate.

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  • 保持一个静止作为代理

    Keep one frame as a proxy.

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  • 每一调用绘制数量保持尽可能的水平。

    The number of draw calls per frame. Keep it as low as possible.

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  • 第二十四右臂保持转动开始

    Right arm maintains internal rotation and begins to adduct.

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  • 一个可行解决办法保持更新速度减少渲染速率

    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.

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  • 第一:蹬保持耳边稍微分开流线型头向下面池底中,几乎打水。

    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.

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  • 第六:当手臂仍然保持转动,开始为了抓水而伸展

    Right shoulderextension begins for the catch, while the arm remains fixed in internalrotation.

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  • 注意需要改变关键类型直线如果你希望岩浆速度保持恒定的话。

    Note that you will need to change the key-frame types to linear, if you want the lava's speed to be constant.

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  • 保持视线运动可以获得很多运动信息。

    You can get a lot of motion in one frame by keeping the eyes work.

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  • 经过大量实验证明算法可以基本保持图像质量编码性能情况使得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.

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  • 第二针:起始以右臂划水。头部位置保持和第一相同,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.

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  • 创建虚拟体添加一个路径约束跟着同一条曲线运动但是现在(保持自动关键打开)回到第0百分比调到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.

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  • 分配资源满足预定周期每个客户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.

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  • 第七身体下方,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.

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  • 至少部分基于保持历史这些生成功率控制,生成方式使到来的功率控制指令的响应

    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.

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  • 第七身体下方,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.

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  • 第一(8位)数据发送完毕时,各控制信号恢复状态只有TI保持电平,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.

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  • 代码应该开启垂直同步以及关闭缓冲的前提下、能够保持运行时速率等于大于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.

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  • 卡通风格的动画中大多数动作或者姿势都要保持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.

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  • 实验结果表明算法可以大幅降低预测计算复杂度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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  • 实验结果表明算法可以大幅降低预测计算复杂度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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