• It chases vertex after vertex through the different processing steps until each one reaches the screen.

    逐个地顶点进行一系列处理直至顶点都显示屏幕上。

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  • You can toggle between software and hardware vertex processing at any time when using the Hal device, the only device type that supports both hardware and software vertex processing.

    可以使用硬件抽象层设备任意时间绑定软件硬件顶点处理唯一设备同时支持硬件和软件顶点处理。

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  • The only requirement is that vertex buffers used for software vertex processing must be allocated in system memory.

    唯一要求用于软件顶点处理顶点缓存必须系统内存中分配

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  • 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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  • Batching dynamic objects has certain overhead per vertex, so batching is applied only to meshes containing less than 900 vertex attributes in total.

    处理动态物体需要在每个顶点上进行一定开销所以动态批处理支持小于900顶点的网格物体。

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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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  • This structure and Flexible Vertex Format (FVF) specify that we are talking about a vertex that has a position, a color, and a set of texture coordinates.

    这个结构灵活顶点格式FVF)定义了我们谈论的包含位置颜色纹理坐标的顶点。

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

    如果多个法线UV坐标顶点颜色的顶点必须分割

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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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  • Find the cosine of the Angle between the vertex normal and the newly calculated vertex to light normal.

    确定顶点法线重新计算顶点后得到光照法线之间角度余弦

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  • This algorithm removes vertices of the mesh according to the curvature of the vertex weighted by the area of the triangles which are adjacent to that vertex.

    对于网格模型简化问题,本文提出了一种基于网格顶点曲率加权该顶点邻接三角形面积顶点删除简化算法

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  • This structure and Flexible vertex Format specify that we are talking about a vertex that has a position, a color, and a set of texture coordinates.

    这个结构灵活顶点格式定义我们谈论的包含位置颜色纹理坐标的顶点。

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  • In the algorithm of mesh simplification based on vertex clustering, a vertex tree is built to represent the data structure of the models by octonary subdivision.

    基于顶点聚类网格简化算法中,通常网格模型进行八叉剖分来建立顶点树表示整个网格模型数据结构

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  • A transition is a relationship between a source state vertex and a target state vertex.

    转换状态顶点目标状态顶点之间关系

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  • A strongly connected digraph D is one in which any vertex can be reached from any other vertex by a directed path.

    若有向D任何两个顶点互相的,则称D为连通图。

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  • 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.

    如果多个法线(“边缘上”),或者多个UV坐标有多个顶点颜色的顶点必须分割

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  • From that final vertex there is another edge to the 'ac' vertex in DAG 1.

    最后顶点一个边缘DAG1交流”的顶点。

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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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  • The new GLSL texture vertex shader is very similar to the color vertex shader that we covered in the previous tutorial.

    本章gls L纹理顶点着色器和前面教程颜色顶点着色器非常类似

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  • Bezier curves of each vertex has two control points, used to control both sides of the vertex curvature of the curve.

    贝赛尔曲线一个顶点两个控制点用于控制在该顶点两侧曲线弧度

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  • The vertex normal is usually calculated as the average between the triangle normals of all triangles that include that vertex.

    顶点向量通常包含这个顶点所有三角形法向量的平均值

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  • 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.

    如果多个法线UV坐标顶点颜色顶点必须分割

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  • By fuzzy comprehensive evaluation method is presented, the teachers' teaching knowledge dissemination of vertex weight of complex network size, the vertex weight computing added.

    通过模糊综合评判给出教学知识传播教师大小,对复杂网络中的点权计算进行了补充

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  • A subset of the vertex set of a graph is a feedback vertex set of the graph if the resulting graph is a forest after removing the vertex subset from the graph.

    如果一个去掉某些顶点得到导出子图无圈图,则所去那些顶点组成的集合就是原图的反馈

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  • A subset of the vertex set of a graph is a feedback vertex set of the graph if the resulting graph is acyclic after removing the vertex subset from the graph.

    一个去掉某些顶点得到导出子图无圈图,则所去那些顶点组成的集合就是原图反馈

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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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  • The important relationship between local vertex Lie algebra and vertex algebra is stated so that we could construct a vertex algebra from local vertex Lie algebra.

    根据局部顶点代数同态,可惟一地诱导出它们分别构造所得的顶点代数之间同态的理论。

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  • First we construct a generic face mesh which vertex number, vertex distribution, mesh topology and 2D parameterization are very suitable for the film visual effect field;

    本文首先构造一个顶点数目、顶点分布拓扑结构参数化纹理坐标非常适合影视特效中使用的三维人脸基本网格

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  • In this paper, some properties of semisimple generalized vertex algebras (resp. semisimple generalized vertex operator algebras), for example the decompositions of these algebras;

    讨论了半单广义顶点代数相应地半单广义顶点算子代数)若干性质例如这些代数的分解

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  • In this paper, some properties of semisimple generalized vertex algebras (resp. semisimple generalized vertex operator algebras), for example the decompositions of these algebras;

    讨论了半单广义顶点代数相应地半单广义顶点算子代数)若干性质例如这些代数的分解

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