3dvertex需要使用到变换及照明顶点数据。
准备好了顶点数据,就可以通过绘制指令将其渲染为图元了。
Once the vertex data is properly specified, it is then rendered as a Primitive via a drawing command.
从顶点数据流中读出顶点后,就由着色器函数来对其进行处理。
Vertices are read from the vertex data stream and are sequentially processed by the shader function.
在初始化错误:显卡或驱动不支持UBYTE4 N顶点数据。
Error during initialization: Video card or driver doesn't support UBYTE4N vertex data.
顶点数据既可以由数据缓冲区提供,也可以由图元镶嵌引擎提供。
Data can be supplied either by the vertex buffer or by the primitive tessellation engine.
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 .
如果你正在移植z轴指向上的左手系建模应用程序,你就必须将所有的顶点数据做上述的处理。
If you are porting a left-handed modeling application where the z-axis points up, you must do a rotation on all the vertex data in addition to the previous steps.
如果你正在移植z轴指向上的左手系建模应用程序,你就必须将所有的顶点数据做上述的处理。
If you are porting a left-handed modeling application where the z-axis points up, you must do a rotation on all the vertex data in addition to the previous steps.
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