• Using Pixel Shaders for Post Effects; Problem-solving Approaches;

    使用像素着色器,解决问题的办法;

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

    如果可能,为了简化像素着色器,把代码移动顶点着色器中。

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  • Use pixel shaders or texture combines to mix several textures instead of a multi-pass approach.

    使用像素着色器纹理合并混合几个纹理而不是通道逼近。

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  • Use combines or pixel shaders to mix several textures per fragment instead of multi-pass approach.

    使用合并像素着色器,混合多个纹理而不是用多通道方法

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  • Core Layer – XNA-based development for high-end graphics such as 3D animation or rendering with custom pixel shaders.

    核心层——基于XNA开发,针对3D动画一样的高端图像或者使用自定义像素着色器进行渲染

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  • The first incarnation of these were pixel shaders, also known as fragment shaders, where the name still made sense.

    第一化身像素着色器,称为片段着色器,这个名字仍然有意义

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  • This compute shader will be general purpose and capable of operating on diverse data structures that pixel shaders are not geared towards.

    这种计算着色一般用途操作各种数据结构像素着色不是针对。

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  • Once you've mastered the basics of HLSL shaders, you can create pixel shaders that implement the algorithms for drawing common types of gradients, then apply a different shader in SpriteBatch.

    一旦掌握基本HLSL着色器,可以创建实现算法像素着色常见渐变类型然后运用不同材质spritebatch

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  • If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue.

    如果使用自定义着色器它们必须pixel - lit并使用几何渲染队列。

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  • If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue.

    如果使用自定义着色器它们必须pixel - lit并使用几何渲染队列。

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