• 3dvertex需要使用变换照明顶点数据

    D3DVERTEX data needs to be both transformed and lit.

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  • 准备顶点数据可以通过绘制指令将其渲染元了。

    Once the vertex data is properly specified, it is then rendered as a Primitive via a drawing command.

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  • 顶点数据读出顶点后,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.

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  • 初始错误显卡驱动支持UBYTE4 N顶点数据

    Error during initialization: Video card or driver doesn't support UBYTE4N vertex data.

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  • 顶点数据可以数据缓冲区提供,也可以由镶嵌引擎提供。

    Data can be supplied either by the vertex buffer or by the primitive tessellation engine.

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  • 调用clear清除背景,即可通过init创建顶点数据三角形绘制对象。

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

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  • 如果正在移植z轴指向左手系建模应用程序,你就必须所有顶点数据上述的处理。

    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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  • 如果正在移植z轴指向左手系建模应用程序,你就必须所有顶点数据上述的处理。

    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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