• Visually designing shader programs and effect files.

    视觉设计着色程序效果文件

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  • 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.

    当然顶点着色器中,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

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  • To make sure the rendering will have the same dimensions as our piece, on the right side go to Shader Tree > Render and set the width/height of the scene to 3613/5000.

    为了确保渲染的效果图我们图像尺寸相同,执行窗口右侧的 渲染>渲染设置高度和宽度3613和5000 。

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  • If you see a shader count of 1600, your GPU-Z version is outdated.

    如果看到的是1600,那是因为GPU - Z版本太低

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  • There is also a new shader architecture that can be applied to any control or element.

    此外还有一个新的着色效果框架可以施加WPF中的任何控件元素上。

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  • While the Shader Model 4.0 improvements are nice to see, the state of Direct3D 10 support in Wine is still dire and Direct3D 11 support is virtually non-existent.

    尽管色器模型4.0改进人欣慰,但Wine下面Direct3D10支持状态仍然可悲的,Direct3D11实质上并不存在

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  • Developers familiar with OpenGL ES 2.0 will recognize WebGL as a Shader-based API using GLSL, with constructs that are semantically similar to those of the underlying OpenGL ES 2.0 API.

    熟悉OpenGLES 2.0API开发者会发现,WebGL使用的是GLSL基于着色的API,它语义上底层的OpenGL ES 2.0 API拥有类似结构

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  • Check the shader count using GPU-Z, it should show 1536. Make sure you use version 0.5.0 or newer, the official 0.4.9 version does not support HD 6900 Series properly.

    使用GPU - Z查看Shader数量应为1536,gpu - Z数量的版本0.5.0以上,官方0.4.9支持6900系列

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  • This way, not every person will be able to read and modify your vertex shader source.

    使用这种方法,就不是一个可以看到顶点着色文件了。

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  • So if you send a triangle strip as a single primitive, what the geometry shader will see is a series of triangles.

    所以三角形作为一个单独图元输送给几何着色器时其视作若干个三角形。

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  • This is a shader plugin to change the time value for the evaluation of another shader.

    着色插件,用于更改另一个着色器评估时间

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  • If the polygon data are displayed in this jagged way in stripe shader mode, it indicates lots of little irregularities of the skin even though the main flow of the surface can be good.

    如果多边形数据显示锯齿状方式条纹着色模式标志着大量违规行为皮肤即使主要流动表面上可以好的。

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  • I set a composition shader into the diffuse channel.

    传播路径中设置一个构图着色器。

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  • We will model without image planes, while creating textures and efficient shader networks.

    我们模型没有平面同时创造纹理高效着色器网络

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  • Shader function defines what operations must be executed on a single vertex.

    着色器函数定义了单个顶点可以执行操作

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  • This pass also adds any lightmaps, ambient and emissive lighting from the shader.

    通道负责渲染着色器中的光照贴图,环境自发光

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  • Fixed a visual error in Ocean shader texture lookup.

    固定视觉错误海洋着色纹理查找

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  • Vertices are read from the vertex data stream and are sequentially processed by the shader function.

    顶点数据读出顶点后,着色器函数来对其进行处理。

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  • It allows my skin shader always reflect some light from the environment, even where the skin doesn't seem to be reflective.

    使皮肤材质能够反射一些旁边环境光线甚至是那些看起来没有反射的皮肤。

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  • Now let's see how these registers and instructions are typically used in the vertex shader ALU .

    现在我们来看看顶点着色运算器中这些寄存器指令如何典型运用

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  • Shader nodes implement material looks that you can apply to geometry.

    材质节点使材料生效看起来涂抹几何体

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  • Class 7: For the face, the SSS shader will be covered and we show how we can adjust it in our scene.

    课程7对于SSS材质覆盖我们展示我们如何可以调整我们场景

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  • The timeshift shader has the parameter "Data Name" to determine from which user data the offset is taken.

    时间偏移着色器具参数数据名称”,确定哪个用户数据获取偏移量。

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  • In order that the accelerator could know what data should be loaded in each input register, shader declaration is required.

    为了图像加速卡能够知道哪些输入寄存器应该载入哪些数据需要使用着色器声明

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  • Switch to 7dtd shader for workbench, chem station, and vending machines with update lighting added so AO, weather, and fog work on them.

    切换7dtd着色器的工作台该站自动售货更新照明加入AO气象机,工作

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  • I've started to configure my skin shader and tweak everything around.

    开始配置皮肤材质调整周边所有的东西。

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  • Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well.

    禁用正向渲染添加通道这会使这个着色支持一个完整方向所有顶点/SH计算光照,使着色变小

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

    顶点着色包含两个部分:着色器函数着色器声明

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  • For further details about shader performance, please read the shader performance page.

    有关着色性能更多细节阅读着色器性能页面

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  • For further details about shader performance, please read the shader performance page.

    有关着色性能更多细节阅读着色器性能页面

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