• Vertex shaders are not optional.

    顶点着色器选的。

    youdao

  • Then vertex shaders were invented, but they don't actually shade anything;

    然后顶点着色器的发明实际上他们没有任何阴影

    youdao

  • How many vertices are "ok" depends on the GPU and the complexity of vertex shaders.

    到底多少顶点ok,依赖于具体GPU设备顶点着色器的复杂度

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  • What slows things down is drawing objects multiple times, using complex vertex shaders and lots of polygons. This means.

    绘制物体多次减慢了下来,使用复杂顶点着色器许多多边形意味着。

    youdao

  • The set of commands for vertex shaders is quite small - it contains as little as 17 instructions that work with vector and scalar quantities.

    顶点着色器命令很小:只包含了17条指令,用于处理矢量标量

    youdao

  • Software vertex processing provides a guaranteed set of vertex processing capabilities, including an unbounded number of lights and full support for programmable vertex shaders.

    软件顶点处理提供保证顶点处理能力包括无限制的光源数量可编程的顶点着色器的完全支持

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  • The programmable GPU permits developers to write vertex shaders and fragment shaders running on it, to replace the fixed function pipeline, and to employ custom rendering algorithms.

    编程图形处理器允许用户编写运行其上的顶点着色程序片断着色程序,取代内置的固定功能渲染流水线实现定制渲染算法。

    youdao

  • It is used to draw a very simple triangle with the help of a vertex and fragment shaders.

    用来非常简单三角形一个顶点碎片着色器帮助下

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  • This includes the ability to define and use vertex and fragment shaders using the GLSL language.

    包括定义使用顶点碎片着色器使用GLSL语言能力

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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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  • 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。

    youdao

  • Everything that is related to rendering pipeline state: shaders, vertex layout, blending modes, render target formats, etc. can be created and validated before rendering even starts.

    所有渲染管线状态相关的操作有:着色器顶点布局混合模式渲染目标格式。这些操作在渲染之前甚至在最初创建验证

    youdao

  • If tessellation or geometry shaders are active, then a limited form of primitive assembly is executed before these Vertex Processing stages.

    如果启用了细分几何着色器,那么一个限制图元组装过程会在那些顶点处理阶段之前执行

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  • I wrote usually because right now you can use textures in all shaders: vertex, geometry, tesselation.

    通常写了因为现在可以使用纹理所有着色器顶点几何多边形密度

    youdao

  • How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?

    如何通过一个附加纹理顶点片段着色器

    youdao

  • How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?

    如何通过一个附加纹理顶点片段着色器

    youdao

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