• 如果使用阴影整个阴影距离(仍然50单位)内,阴影纹理均匀覆盖没有联,阴影看起来这样

    If no cascaded shadow maps were used, the entire shadow distance (still 50 units in our case) must be covered by the shadow texture uniformly. Hard shadows would look like this with no cascades.

    youdao

  • 由于周期性纹理纹元是以周期单位纹理,该文试图对周期性纹理图像进行方向滤波后找出纹理周期,然后以周期尺度为采样块的大小和采样间距,进行纹理合成

    Because the texel of periodic texture is the patch with the textures period, here try to calculate the period by direction filter, and then synthesize the periodic texture by sampling with the period.

    youdao

  • 立方图每个面的宽度高度以像素为单位纹理在内部缩放适应这个尺寸需要手动缩放资源

    Width and Height in pixels across each individual Cubemap face. Textures will be internally scaled to fit this size, there is no need to manually scale the assets.

    youdao

  • 立方图每个面的宽度高度以像素为单位纹理在内部缩放适应这个尺寸需要手动缩放资源

    Width and Height in pixels across each individual Cubemap face. Textures will be internally scaled to fit this size, there is no need to manually scale the assets.

    youdao

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