By using the depth buffer, objects are rendered correctly.
通过使用深度缓冲,对象可得到正确的渲染。
Clear Clear the surface and its depth buffer if existent.
如果存在表面,清除这个表面和深度缓冲。
To generate a depth buffer your scene needs, well, depth.
产生一个深度缓冲你的场景需要,嗯,深度。
This mode does not clear either the color or the depth buffer.
该模式不清除任何颜色或深度缓存。
Precision is usually 24 or 16 bits, depending on depth buffer used.
精度通常是24位或16位,这主要取决于所使用的深度缓冲区。
You can change the two properties, depth buffer and projection, as Listing 7 shows.
您可以更改两个属性:深度缓冲与投影,如清单7所示。
After doing some reading, my best bet for deferred rendering is to use a depth buffer.
在做一些阅读,对于渲染我最好的办法是使用深度缓冲区。
You enable or disable the depth buffer test when you bind the target graphics to Graphics3D.
在将目标图像绑定到Graphics3D时,可启用深度缓冲,也可不启用。
The clipping planes also determine how depth buffer precision is distributed over the scene.
剪裁平面也决定深度缓存精度如何在场景上分布。
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,但不会将深度值写入缓冲区。
The depth buffer has the same width and height as the screen but holds z coordinates instead of color values.
深度缓冲与屏幕有着相同的宽和高,但用z坐标取代颜色值。
This member enables an application to prevent the system from updating the depth buffer with new depth values.
此成员使应用程序能够避免系统用新的深度值更新深度缓冲区。
Conversely, if you disable the depth buffer, you have to pay attention to the order in which you draw your 3d objects.
反之,如果您禁用了深度缓冲,那么必须在绘制3d对象的顺序上付出一定精力。
I've been searching the Internet for ways to have a depth buffer with 2d graphics but really have not found anything helpful.
我一直在网上搜索有一个2d图形深度缓冲的方式但真的没有发现任何有用的东西。
Graphics card must support either native depth buffer (INTZ format) or floating point render textures in order for them to work.
为了让它们正常工作,显卡必须支持深度缓存(INTZ格式)或浮点型的渲染纹理。
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.
所以利用正交投影和放置你的对象层在不同深度可以生成数据有用的递延照明深度缓冲区。
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.
您可以将深度缓存想象成那些对您不可见的图像但保存着与摄像机保持一定距离的像素位置的数据。
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.
当你只需要将图元的深度信息写入深度缓存时(例如在施展遮挡查询测试时),不使用片段着色器的渲染过程就很有用。
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:启用后,若片段的深度值与深度缓存中的深度值并不符合用户指定的要求,则测试不通过。
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.
唯一的区别是与深度缓存中深度值比较的不是来自矩形的深度,而是来自矩形的深度加上粒子纹理中储存的深度。
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.
在硬件纹理加速体重建算法的基础上,提出了两种模拟三维数据切割的方法:利用深度缓存实现和利用离散距离场实现。
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.
表4包含的测评结果是将一个长度为10,690,488、深度为65的rope写入一个由内存缓冲区支持的流的结果。
Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.
深度纹理对应于Z缓冲区所渲染的内容,它并不使用片段程序所输出的结果。
If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.
如果Z缓冲不能被以纹理的方式访问,那么深度将在额外的渲染处理中被使用着色器替代技术渲染。
Is the bit depth of the stencil buffer.
是模具缓冲区的位深度。
To compute RCS of whole HCV, the shadowing relationship of facet analyzed by the method of backward surface identification and depth-buffer is considered.
采用后向面判别法和深度缓冲器算法分析面元之间的遮挡关系,计算了整个高超声速飞行器的RCS。
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来生成深度纹理,因此当你需要一个不同的G -buffer设置时,你完全可以自己生成一个深度纹理。
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来生成深度纹理,因此当你需要一个不同的G -buffer设置时,你完全可以自己生成一个深度纹理。
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