顶点着色器是必选的。
顶点着色器包含两个部分:着色器函数和着色器声明。
A vertex shader consists of two parts: shader function and shader declaration.
然后顶点着色器的发明,但实际上他们并没有任何阴影;
Then vertex shaders were invented, but they don't actually shade anything;
如果可能,为了简化你的像素着色器,把代码移动到顶点着色器中。
If possible simplify your pixel shaders by moving code to vertex shader.
顶点着色器的命令集很小:只包含了17条指令,用于处理矢量和标量。
The set of commands for vertex shaders is quite small - it contains as little as 17 instructions that work with vector and scalar quantities.
本章gls L纹理顶点着色器和前面教程的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.
到底多少个顶点是ok的,依赖于具体的GPU设备和顶点着色器的复杂度。
How many vertices are "ok" depends on the GPU and the complexity of vertex shaders.
被绘制的物体多次减慢了下来,使用复杂的顶点着色器和许多多边形,这意味着。
What slows things down is drawing objects multiple times, using complex vertex shaders and lots of polygons. This means.
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,就像使用声明。
Load the program with the expanded interface. Parameter shadowing is enabled (second parameter = TRUE). Ignore vertex shader specifc flags, such as declaration usage.
软件顶点处理提供可保证的顶点处理能力集,包括无限制的光源数量和对可编程的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.
当然,在顶点着色器中,我们可以使用一个通用的公式来计算和叠加光照,而不需要像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.
当然,在顶点着色器中,我们可以使用一个通用的公式来计算和叠加光照,而不需要像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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