• The texture process begins with addressing a model's UV coordinates.

    纹理过程始于处理模型UV坐标。

    youdao

  • A vertex must be split if it has multiple normals, UV coordinates or vertex colors.

    如果有多个法线,UV坐标或顶点颜色的顶点必须分割。

    youdao

  • And, the area element in uv coordinates, let me call that dA prime just to make it look different.

    然后,在uv坐标系内,把面积元素定义为dA,只是为了让他们看起来不同。

    youdao

  • If you're using a Sprite sheet, you'll want to transform your UV coordinates from one Sprite to another.

    如果你用一个精灵表,你会想要改变你的UV坐标从一个精灵到另一个。

    youdao

  • If a vertex has multiple normals (it's on a "hard edge"), or has multiple UV coordinates, or has multiple vertex colors, it has to be split.

    如果有多个法线(“硬边缘上”),或者多个UV坐标或有多个顶点颜色的顶点必须分割。

    youdao

  • If a vertex has multiple normals (it's on a "hard edge"), or has multiple UV coordinates, or has multiple vertex colors, it has to be split.

    如果有多个法线,UV坐标或顶点颜色的顶点必须分割。

    youdao

  • Let's see how to set UV-coordinates for walls.

    我们看看如何给墙面设置UV坐标。

    youdao

  • Let's see how to set UV-coordinates for walls.

    我们看看如何给墙面设置UV坐标。

    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