Sets color to use if vertex lighting is turned off.
设置颜色,当顶点光照关闭时候有效。
Vertex lighting: light intensity is calculated for every vertex.
顶点光照:光照强度是通过计算每个顶点而得的。
This shader only does per-vertex lighting, giving a much higher throughput on low-end CARDS.
这个着色器(shader)只进行顶点光照,在低端卡提供高得多的吞吐量。
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在一个通道中渲染物体,所有光源的照明都是在物体的顶点上进行计算的。
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.
这篇文章中描述的任何命令都不会用来操作逐像素光照,你可以通过自己定义的顶点和片段编程来实现这个效果。
Using vertex and fragment programs, it is possible to replace the traditional vertex projection and lighting equation used by real-time computer graphics hardware.
使用顶点和片元程序能够取代计算机图形硬件上使用的传统的顶点投影和光照公式。
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.
它通过顶点法线所定义的方向察看每个目标面,然后根据来自法线贴图的信息通过补偿它来计算新的灯光效果。
Per-vertex dynamic lighting can add significant cost to vertex transformations.
逐像素的动态光照将对顶点变换增加显著的开销。
Per-vertex dynamic lighting can add significant cost to vertex transformations. Avoid multiple lights affecting single objects. Bake lighting for static objects.
逐顶点的动态照明显着增加顶点变换的开销。尽量避免多个灯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。
Per-vertex dynamic lighting can add significant cost to vertex transformations.
逐顶点的动态照明显着增加顶点转变的开销。
Per-vertex dynamic lighting can add significant cost to vertex transformations.
逐顶点动态光照会在顶点转换上累加客观的消耗。
Per-vertex dynamic lighting can add significant cost to vertex transformations.
逐顶点动态光照会在顶点转换上累加客观的消耗。
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