提高性能的显着降低绘制调用。
Increased performance by significantly decreasing draw calls.
大部分绘制调用都会在网格预览中显示,选中的对象会拖入到层级中。
Most draw calls display a mesh preview and highlight object being drawn in the hierarchy.
这将降低绘制调用(draw calls)的数量并增加游戏的运行效率。
This reduces the number of draw calls and increases the performance of the game.
了解遮挡剔除的好处,在复杂的静态场景的情况下,有很多遮挡,用它来减少可见几何体的数量和绘制调用。
Learn benefits of occlusion culling and use it to reduce amount of visible geometry and draw-calls in case of complex static scenes with lots of occlusion.
如果你不是被绘制调用所限制,那么批处理实际上使得性能更加糟糕,因为它减少了剔除的效率,并使得更多的对象受灯光影响!
If you are not bound by draw calls, then batching is actually worse for performance, as it makes culling less efficient and makes more objects affected by lights!
它是控制器驱动的,意思是框架通过调用控制器对象从而绘制视图。
It is controller-driven, meaning that the framework calls controller objects which render the view.
我们知道当一个转换函数被调用时,后续创建的形状就会根据该转换进行绘制。
Recall that once a transformation function is called, subsequent shape draws use that transformation.
默认的绘制速度是每秒60个画面,但是您也可以通过调用frameRate函数来更改这个速度。
The default draw rate is 60 frames per second, although you can alter this rate by calling the frameRate function.
调用clear清除背景后,即可通过init中创建的顶点数据和三角形绘制对象。
After a call to clear erases the background, you draw the cube by using the vertex data and triangles created in init .
然后使用lineToAPI来从这个起始点到传递到这个lineTo调用中的端点之间绘制一条直线。
Then use the lineTo API to draw a line from the start point to the end point passed in to the lineTo call.
在清单3中,当地图初始绘制及接收到用户位置更新时,调用showlocation函数。该函数如清单4所示。
In Listing 3, the showLocation function is called when the map is initially drawn and when an update to the user's location is received.
如果是的,那么您重新设置前10名列表,并通过再次调用displaystats函数而重新绘制它。
If it was, then you reset the top 10 list and re-draw it by calling the displayStats function again.
大部分的时间花费在WebKit计算如何放置元素,需要应用哪些样式,以及使用系统调用来绘制文本上了。
Most of the time is spent in WebKit computing where things will be placed, what styles to apply to them, and using system routines to draw text.
注意,这并不实际绘制一条直线;相反,您调用strokeAPI来绘制这条直线。
Note that this does not actually draw a line; instead, you call the stroke API to draw the line.
函数createPartControl(Compositeparent)是在屏幕上绘制视图时自动调用的。
The function createPartControl(Composite parent) is called automatically when your view has to be painted on the screen.
在这个同步请求-响应调用中,本地时间等于响应时间减去下游时间,因此您可以绘制出本地时间的图形(请参见图11)。
In this synchronous request-response invocation, the local time equals the response time minus downstream time, so you can draw a picture of the local time (see Figure 11).
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.
XWindow系统本身实际只是一个具有诸如“在这些坐标上绘制一个窗口”等调用的API。
The X window System itself is really just an API that has calls such as "draw a window at these coordinates."
超类的方法应该进行调用,但在这种情况,我们在画布上绘制。
The superclass method should be invoked, but in this case, we do.
设计人员大都需要调用最基本的绘制命令来完成。
So, these basic drawing commands are used by designer to do.
矢量符号是通过查询数据库,调用已完成的矢量符号绘制的。
The vector sign is drew by inquiring the database and invoking the vector sign that has been accomplished.
随后,当我们调用来打印或预览报表,我们简单地调用报表对象来绘制自己。
Later, when we are called to print or preview the report, we simply call upon the report object to draw itself.
使用动态塌陷算法简化模型,从而构造不同细节层次,在不同的场景条件下调用复杂度不同的模型以加速绘制。
Use collapse arithmetic to simplify objects'models, and therefore we can get different levels of details, and then we call different level of details under different conditions.
反复调用该成员函数以重新绘制一个拖动的矩形。
Call this member function repeatedly to redraw a drag rectangle.
反复调用该成员函数以重新绘制一个拖动的矩形。
Call this member function repeatedly to redraw a drag rectangle.
应用推荐