• Conversely, if you disable the depth buffer, you have to pay attention to the order in which you draw your 3d objects.

    反之如果禁用深度缓冲那么必须绘制3d对象顺序付出一定精力

    youdao

  • By using the depth buffer, objects are rendered correctly.

    通过使用深度缓冲对象得到正确渲染

    youdao

  • You can change the two properties, depth buffer and projection, as Listing 7 shows.

    可以更改两个属性深度缓冲投影清单7所示。

    youdao

  • Table 4 contains the benchmark results of writing a rope with length 10,690,488 and depth 65 to a stream backed by an in-memory buffer.

    4包含测评结果长度为10,690,488、深度为65rope写入内存缓冲区支持的结果。

    youdao

  • You enable or disable the depth buffer test when you bind the target graphics to Graphics3D.

    在将目标图像绑定Graphics3D,可启用深度缓冲,也可不启用。

    youdao

  • The depth buffer has the same width and height as the screen but holds z coordinates instead of color values.

    深度缓冲屏幕有着相同宽和高,z坐标取代颜色

    youdao

  • Clear Clear the surface and its depth buffer if existent.

    如果存在表面清除这个表面深度缓冲

    youdao

  • Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.

    深度纹理对应Z缓冲区渲染的内容并不使用片段程序所输出结果

    youdao

  • To generate a depth buffer your scene needs, well, depth.

    产生一个深度缓冲场景需要,深度。

    youdao

  • Graphics card must support either native depth buffer (INTZ format) or floating point render textures in order for them to work.

    为了它们正常工作显卡必须支持深度缓存(INTZ格式)浮点型的渲染纹理

    youdao

  • The only difference is that the depth compared with the depth buffer is not the depth from the quad, but the depth from the quad augmented by the depth stored in the particle texture.

    唯一区别深度缓存深度值比较不是来自矩形的深度,而是来自矩形的深度加上粒子纹理储存的深度。

    youdao

  • You can think of depth buffer as of another image that is hidden from you and that stores the information about how far from the camera each pixel is located.

    可以深度缓存想象那些可见图像保存摄像机保持一定距离像素位置的数据

    youdao

  • This member enables an application to prevent the system from updating the depth buffer with new depth values.

    成员使应用程序能够避免系统新的深度更新深度缓冲区

    youdao

  • If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.

    如果Z缓冲不能纹理方式访问那么深度额外的渲染处理中被使用着色器替代技术渲染。

    youdao

  • The clipping planes also determine how depth buffer precision is distributed over the scene.

    剪裁平面决定深度缓存精度如何场景分布

    youdao

  • Precision is usually 24 or 16 bits, depending on depth buffer used.

    精度通常24位16,这主要取决于使用深度缓冲区

    youdao

  • This mode does not clear either the color or the depth buffer.

    模式清除任何颜色深度缓存

    youdao

  • So by using a orthoprojection and placing your objects on layers at various depth you can generate a depth buffer with data usefull for deferred lighting.

    所以利用正交投影放置对象不同深度可以生成数据有用递延照明深度缓冲区

    youdao

  • Assuming that depth buffering is taking place, but depth values are not written to the buffer.

    进行深度比较,同时假定深度缓冲正在进行,不会将深度写入缓冲区。

    youdao

  • Based on hardware-accelerated texture-based volume rendering algorithm, this paper proposed two methods for volume cutting, which are based on either depth buffer or discrete distance field.

    硬件纹理加速体重建算法基础提出两种模拟三维数据切割方法:利用深度缓存实现利用离散距离实现。

    youdao

  • Is the bit depth of the stencil buffer.

    模具缓冲区深度

    youdao

  • Rendering without a fragment shader is useful when rendering only a primitive's default depth information to the depth buffer, such as when performing Occlusion Query tests.

    需要将图深度信息写入深度缓存时(例如施展遮挡查询测试时),使用片段着色器的渲染过程就有用。

    youdao

  • I've been searching the Internet for ways to have a depth buffer with 2d graphics but really have not found anything helpful.

    一直网上搜索一个2d图形深度缓冲方式真的没有发现任何有用的东西。

    youdao

  • After doing some reading, my best bet for deferred rendering is to use a depth buffer.

    一些阅读对于渲染最好的办法使用深度缓冲区

    youdao

  • Depth test: When enabled, the test fails if the fragment's depth does not compare as the user specifies against the depth value from the underlying sample in the depth buffer.

    深度测试:启用片段深度与深度缓存中的深度值并不符合用户指定要求,则测试不通过。

    youdao

  • To compute RCS of whole HCV, the shadowing relationship of facet analyzed by the method of backward surface identification and depth-buffer is considered.

    采用后判别深度缓冲器算法分析元之间遮挡关系计算整个高超声速飞行器的RCS

    youdao

  • Camera actually builds the depth texture using Shader Replacement feature, so it's entirely possible to do that yourself, in case you need a different G-buffer setup.

    照相机实际上使用着色器替换功能生成深度纹理因此需要不同的G -buffer设置时,完全可以自己生成一个深度纹理。

    youdao

  • Camera actually builds the depth texture using Shader Replacement feature, so it's entirely possible to do that yourself, in case you need a different G-buffer setup.

    照相机实际上使用着色器替换功能生成深度纹理因此需要不同的G -buffer设置时,完全可以自己生成一个深度纹理。

    youdao

$firstVoiceSent
- 来自原声例句
小调查
请问您想要如何调整此模块?

感谢您的反馈,我们会尽快进行适当修改!
进来说说原因吧 确定
小调查
请问您想要如何调整此模块?

感谢您的反馈,我们会尽快进行适当修改!
进来说说原因吧 确定