• 顶点着色器选的。

    Vertex shaders are not optional.

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  • 顶点着色包含两个部分着色器函数着色器声明

    A vertex shader consists of two parts: shader function and shader declaration.

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  • 然后顶点着色发明实际上他们没有任何阴影

    Then vertex shaders were invented, but they don't actually shade anything;

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  • 如果可能,为了简化像素着色,把代码移动顶点着色中。

    If possible simplify your pixel shaders by moving code to vertex shader.

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  • 顶点着色器命令很小:只包含了17条指令,用于处理矢量标量

    The set of commands for vertex shaders is quite small - it contains as little as 17 instructions that work with vector and scalar quantities.

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  • 本章gls L纹理顶点着色前面教程颜色顶点着色器非常类似

    The new GLSL texture vertex shader is very similar to the color vertex shader that we covered in the previous tutorial.

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  • 到底多少顶点ok,依赖于具体GPU设备顶点着色器复杂度

    How many vertices are "ok" depends on the GPU and the complexity of vertex shaders.

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  • 绘制物体多次减慢了下来,使用复杂顶点着色器许多多边形意味着

    What slows things down is drawing objects multiple times, using complex vertex shaders and lots of polygons. This means.

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  • 从高配接口读取程序参数映射启用,忽略顶点着色器特殊标志,就使用声明

    Load the program with the expanded interface. Parameter shadowing is enabled (second parameter = TRUE). Ignore vertex shader specifc flags, such as declaration usage.

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  • 软件顶点处理提供保证顶点处理能力包括无限制的光源数量可编程顶点着色器的完全支持

    Software vertex processing provides a guaranteed set of vertex processing capabilities, including an unbounded number of lights and full support for programmable vertex shaders.

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  • 当然顶点着色中,我们可以使用一个通用公式来计算和叠加光照,而需要上面提到的那样分别应付各种不同的情形

    Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.

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  • 当然顶点着色中,我们可以使用一个通用公式来计算和叠加光照,而需要上面提到的那样分别应付各种不同的情形

    Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.

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