这两个Face对象都有4个顶点,但实际上可以创建有任意个点的Face。
Both Face objects have four vertices, but you can create a Face with any number of points.
三角形指示符的这些顶点都是在GD:Pie的修订版本中创建的。
These vertices for the triangle indicators are created in our modified version of GD: : Pie.
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。
While creating a point shapefile, when you are prompted to add a polyline shape, add each vertex as an individual point.
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。
After a call to clear erases the background, you draw the cube by using the vertex data and triangles created in init .
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。
When I created the VertexBuffer, I mentioned that you can assign several kinds of information to a vertex — colors for example.
Processing提供了更复杂的使用顶点创建对象的方法。
Processing provides much more complex means of constructing objects using vertices.
一个简单的例子是创建这样一个图,顶点表示网站中的网页,而边表示页面指向另一个页面的链接。
One simple example is creating a graph where vertices are represented by a website's pages and edges exist between pages containing links to other pages.
如果您想移动创建的顶点附近,然后进入移动模式。
If you would like to move the vertices you created around, then go into move mode.
创建表面。我们用之前建立好的数组作为顶点的设置。
Create surfaces. We use early created arrays as a set of vertices.
所有与渲染管线状态相关的操作有:着色器,顶点布局,混合模式,渲染目标格式等。这些操作可在渲染之前甚至在最初创建及验证。
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.
你也可以创建这样的纹理:它依赖于顶点在特定坐标轴上的位置(通常是高度)。
You may also create textures that are dependent on the vertex position in respect to a certain axis (height dependent).
再创建木板有一条小建议:在表面附上纹理并在顶点加一些噪点,这样表面更随机看起来像真实的老木头。
One simple tip for modeling the wood slates was to tessellate the faces and then add a small noise on the vertex so we can get a nice random surface that gives some realistic look of old wood.
以细胞核为顶点来描绘测量细胞的空间分布与聚集情况,我们创建了一幅新奇的细胞集落图像。
A novel cluster cell graph was constructed using the nuclei as vertices to characterize and measure spatial distribution and cell clustering.
细分-每个选择的边一分为二,新的顶点将创建在边的中心;面也是一分为二。
Subdivide - Each selected edge is split in two, new vertices are created at middle points, and faces are split too, if necessary.
细分-每个选择的边一分为二,新的顶点将创建在边的中心;面也是一分为二。
Subdivide - Each selected edge is split in two, new vertices are created at middle points, and faces are split too, if necessary.
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