• The vertex positions are not enough.

    仅有顶点位置还不够。

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  • In this architecture, all data for each vertex must be available at the same time.

    在这一架构中,来自各顶点的所有数据都必须同时可用。

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  • Because one vertex can only have one normal, you must duplicate the vertices as well.

    由于一个顶点只能有一条法线,所以你还要复制顶点。

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  • If the horizontal line drawn is aligned with a polygon vertex, then only the segments that are below the line are counted.

    如果所绘制的水平线与一个多边形顶点对齐,那么只计算位于该线下方的部分。

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  • A vertex tree is built to represent the data structure of the models by octonary subdivision.

    以八叉剖分来建立一棵顶点树,用以表示整个网格模型的数据结构。

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  • Listing 4 shows how to use vertex colors.

    清单4示范了使用顶点颜色的方法。

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  • This happens if the graph is disconnected or has a cut vertex.

    如果一个图是不连通的或有割点,就发生这种情况。

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  • In the class member section, I define each vertex color in VERTEX_COLORS.

    在类成员部分的VERTEX_COLORS中定义了各顶点颜色。

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  • Start with a vertex, put it in the tree. Then repeatedly do the following.

    从一个顶点开始,把它放到树的集合中。然后重复做下面的事情。

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  • By now, you have probably guessed that I'll introduce yet another per-vertex attribute.

    现在,您或许已经猜测到我将引入另外一种每个顶点都具备的属性。

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  • This way, not every person will be able to read and modify your vertex shader source.

    使用这种方法,就不是每一个人都可以看到你的顶点着色源文件了。

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  • In flat-shading mode, you use the color of a triangle's third vertex across the whole triangle.

    在平面着色渲染模式下,可用三角形的第三个顶点颜色为整个三角形着色。

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  • So far, I've shown you two ways of changing your cube's appearance: vertex colors and materials.

    至此,我已经介绍了更改立方体外观的两种方式:顶点颜色和材质。

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  • Graphics CARDS without hardware vertex processing, common on cheaper laptops, do not appear to work.

    显卡如果不具有硬件顶点处理能力(便宜的笔记本电脑通常安装这样的显卡),就不能正常工作。

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

    它逐个地对各顶点进行一系列的处理,直至各顶点都显示在屏幕上。

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  • The driver might allocate a larger buffer after this point, or you might need to reduce your vertex count.

    在这点之后,驱动可能会分配一个更大的缓存,或者你可能需要降低你的顶点数量。

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  • The algorithm works because if a vertex has no successors, it must be the last one in the topological ordering.

    算法能够执行是因为,如果一个顶点没有后继,那么它肯定是拓扑序列中的最后一个。

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  • After a call to clear erases the background, you draw the cube by using the vertex data and triangles created in init .

    调用clear清除背景后,即可通过init中创建的顶点数据和三角形绘制对象。

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  • While creating a point shapefile, when you are prompted to add a polyline shape, add each vertex as an individual point.

    在创建一个点shapefile时,若系统提示添加一个多线形状,那么就以单个点添加每个顶点。

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  • When I created the VertexBuffer, I mentioned that you can assign several kinds of information to a vertex — colors for example.

    创建VertexBuffer时,我曾提到可以为一个顶点指派多种类型的信息——颜色也是其中之一。

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  • The vertex positions are transformed from clip-space to window space via the Perspective Divide and the Viewport Transform.

    经过视角除法和视口变换两步,顶点的位置就从裁剪空间变换到了窗口空间。

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  • Find all the edges from the newest vertex to other vertices that aren't in the tree. Put these edges in the priority queue.

    找到从最新的顶点到其他顶点的所有边,这些顶点不能在树的集合中。把这些边加入优先级队列。

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  • Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.

    当然,在顶点着色器中,我们可以使用一个通用的公式来计算和叠加光照,而不需要像上面提到的那样分别应付各种不同的情形。

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  • As it turns out, it is easier to keep only one edge from the tree to a given fringe vertex in the priority queue at any given time.

    这样做了以后,要使优先级队列中在任意时刻只保持一条从树中顶点到某边缘点的边就变得容易了。

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  • To deal with the points on the line aligned with a segment vertex, clauses that count only the segments that are lower than the line are necessary.

    要处理与一个线段顶点对齐的线上的点,必须使用仅计算低于该线的线段的子句。

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  • Texture coordinates are named (s, t) in order to distinguish them from the (x, y) used for vertex positions (in literature, (u, v) is commonly used instead).

    将纹理坐标命名为(s,t)是为了与用于表示顶点位置的(x,y)区分开来(从文字角度来讲,(u,v)更为常用)。

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  • The constructor of VertexArray takes the number of vertices (eight), the number of components per vertex (x, y, z), and the size of each component (one byte).

    VertexArray构造函数中保存了顶点数量(8个)、各顶点的组件数(x,y,z)以及各组件的大小(1字节)。

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  • Adjust pixel light count in quality Settings. Essentially only the directional light should be per pixel, everything else - per vertex. Certainly this depends on the game.

    在质量设置中调整像素灯光的数量。只有平行光应该是逐像素的,其他所有都应该是逐顶点的。当然,这取决于游戏。

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  • Accordingly, if you want to map the lower left corner (-1, -1) of the cube's front face to the texture's lower left corner, you must assign the texture coordinates (0, 1) to vertex 0.

    相应地,如果您需要将立方体正面的左下角映射到纹理的左下角,必须将纹理坐标(0,1)指派给顶点0。

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  • This fact will be used by the modification shown below to create a simple count of the number of deviations between the current waveform and all of the stored voice prints from the *.vertex files.

    因此下面的修改将利用这个事实,创建当前波形与所有存储在 *.vertex文件中的声波纹之间的偏差数量的简单计数。

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