• I'm working on a 2d game with realistic deferred lighting.

    工作一个现实递延照明2d游戏

    youdao

  • If you want to have many shadow casting lights, you need to use Deferred Lighting rendering path.

    如果多个阴影射灯,你需要使用延迟光照渲染路径

    youdao

  • In Deferred Lighting, shadow casters still need to be rendered once or more for each shadow-casting light.

    使用延迟光照光影投射仍然需要每个阴影投射渲染一次或者多次。

    youdao

  • Objects with shades that can't handle Deferred Lighting are rendered after this process is done, using path.

    不能采用延迟光照技术的阴影物体延迟光照渲染使用前向渲染路径处理

    youdao

  • Objects with shades that can't handle Deferred Lighting are rendered after this process is done, using RenderTech-ForwardRendering path.

    不能采用延迟光照技术的带阴影物体延迟光照渲染使用前向渲染路径处理

    youdao

  • So by using a orthoprojection and placing your objects on layers at various depth you can generate a depth buffer with data usefull for deferred lighting.

    所以利用正交投影放置对象不同深度可以生成数据有用递延照明深度缓冲区

    youdao

  • So by using a orthoprojection and placing your objects on layers at various depth you can generate a depth buffer with data usefull for deferred lighting.

    所以利用正交投影放置对象不同深度可以生成数据有用递延照明深度缓冲区

    youdao

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