• Sets color to use if vertex lighting is turned off.

    设置颜色顶点光照关闭时候有效。

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  • Vertex lighting: light intensity is calculated for every vertex.

    顶点光照光照强度通过计算每个顶点而得的。

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  • This shader only does per-vertex lighting, giving a much higher throughput on low-end CARDS.

    这个着色器(shader)进行顶点光照,低端提供吞吐量

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  • Vertex Lit path generally renders each object in one pass, with lighting from all lights calculated at object vertices.

    顶点照明渲染路径通常一个通道中渲染物体所有光源照明都是物体的顶点上进行计算的。

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  • For these you don't use any of the commands described here, instead you define your own vertex and fragment programs where you do all lighting, texturing and anything else yourself.

    文章中描述任何命令不会用来操作逐像素光照,可以通过自己定义顶点片段编程来实现这个效果。

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  • Using vertex and fragment programs, it is possible to replace the traditional vertex projection and lighting equation used by real-time computer graphics hardware.

    使用顶点片元程序能够取代计算机图形硬件使用传统的顶点投影光照公式

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  • It looks at each target face's direction as defined by it's vertex normals and calculates the new lighting solution by offsetting it with the information from the normal map.

    通过顶点法线定义方向察看每个目标然后根据来自法线贴图信息通过补偿它来计算新的灯光效果。

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  • Per-vertex dynamic lighting can add significant cost to vertex transformations.

    像素的动态光照顶点变换增加显著开销

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  • Per-vertex dynamic lighting can add significant cost to vertex transformations. Avoid multiple lights affecting single objects. Bake lighting for static objects.

    顶点动态明显着增加顶点变换开销尽量避免多个照亮任何给定的物体的情况,对于静态对象,烘焙静态物体的照明

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  • Per-vertex dynamic lighting can add significant cost to vertex transformations.

    顶点动态明显着增加顶点转变开销

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  • Per-vertex dynamic lighting can add significant cost to vertex transformations.

    顶点动态光照顶点转换上累加客观的消耗

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  • Per-vertex dynamic lighting can add significant cost to vertex transformations.

    顶点动态光照顶点转换上累加客观的消耗

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