• The outcome data were compared with normals.

    将获取的资料与正常参考值作比较。

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  • Methods Normals and patients were detected by EOG.

    方法用视觉眼电图(EOG)分别检测正常组和患者组。

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  • The more positions you have, the more normals you have.

    你有愈多的位置,就有愈多的法线。

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  • Store normals in generic space, e. g. , tangent space.

    存储非普通空间的法向量,例如,正切空间。

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  • U. S. Divisional and Station Climatic Data and Normals.

    美国区域和台站气候资料。

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  • Meshes with vertex colors, normals and one or two UV sets.

    网格模型包含顶点颜色,法线,一到两个uv集。

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  • Appearance of a triangle strip. Surface normals? Or windings?

    一个三角形条带的外观。表面法线?或绕组?

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  • It takes in account the mapping coordinates and the normals.

    ——需要在账户映射坐标和法线。

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  • The primary period of normals is 32 days and its subperiod is 17 days.

    多年平均值的主周期为32天,次周期为17天。

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  • Figure 7b shows how you can create hard edges by using 24 normals, 4 per side.

    图7b展示了如何为每边使用4条法线——共24条,从而创建棱角分明的边线。

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  • Lighting pass computes lighting based on depth, normals and specular power.

    光照渲染基于深度,法线和高光强度计算光照。

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  • Export the mesh with the skeleton hierarchy, normals, textures and animation.

    导出带骨架层级的网格,法线,纹理和动画。

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  • Normals are assumed to be associated with the front faces of a mesh primitive.

    法线按假设是与网状结构基本型别的正面相关联。

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  • Uses interpolated normals for sphere collisions instead of flat polygonal normals.

    为球体碰撞器使用内插法线而不是平面多边形法线。

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  • A vertex must be split if it has multiple normals, UV coordinates or vertex colors.

    如果有多个法线,UV坐标或顶点颜色的顶点必须分割。

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  • The direction of the normals is determined by the direction in which you draw the vertices.

    方向的法线方向是由在其中绘制的顶点。

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  • After you can calculate lighting using the normals, you need to tell M3G what kind of light you want.

    可使用法线计算光线后,还需要告诉M3 G您需要什么类型的光线。

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  • Interpolation to vertex positions and normals is one of important contents in parametric surface modeling.

    顶点位置和法向插值是参数曲面造型的重要内容。

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  • Normals are encoded using Stereographic projection, and depth is 16 bit value packed into two 8 bit channels.

    法线使用平射投影,深度为16位数值,并被放进两个8位通道中。

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  • Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.

    基本渲染的结果是被屏幕内容填满的Z缓冲和带有法线和高光强度的渲染纹理。

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  • The uptake rate(UR) was measured in 10 normals, 27 patients with confirmed CHD and 52 patients with suspected CHD.

    共计算10例健康人、27例临床确诊冠心病人及心肌梗塞病人、52例临床可疑冠心病人的放射性摄取比值(UR)。

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  • Short of getting a human involved to look at the model, there are ways to check that the normals are pointing outwards.

    除了让人来分辨这个模型的正误外,还有另外一种方法判断平面的法向量是否朝向外面。

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  • Methods The control-studies were made in 32 patients and 28 normals with TAS scale, and statistical treament with t-test.

    研究方法以TAS量表为检测工具,将32例患者与28例正常人进行对照研究。

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  • If normals are not specified, their generation depends on whether the developer has specified triangle indices for the mesh.

    如果未指定法线,则是否产生法线要视开发人员是否已指定网状结构的三角形索引而定。

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  • The vertex normal is usually calculated as the average between the triangle normals of all triangles that include that vertex.

    顶点的法向量通常是包含这个顶点的所有三角形法向量的平均值。

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  • Vertex positions (may include normals also) for all the vertices in the mesh for all the animation frames are stored in memory.

    动画帧所有网格顶点包含着顶点的位置(可能包括法线)其全部储存在内存中。

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  • In this case, you may want to use multiple points with the same coordinates so that you can have multiple normals at that point.

    在这种情况下,你可以使用多个具有同样座标的点,这样在那点上你可以有多条法线。

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  • Because normals are required and the array may have not been created before, there is always the possibility of a memory allocation problem.

    因为法线是必须的但是有可能还未被创建,那里可能会产生内存分配问题。

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  • If a vertex has multiple normals (it's on a "hard edge"), or has multiple UV coordinates, or has multiple vertex colors, it has to be split.

    如果有多个法线(“硬边缘上”),或者多个UV坐标或有多个顶点颜色的顶点必须分割。

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  • If a vertex has multiple normals (it's on a "hard edge"), or has multiple UV coordinates, or has multiple vertex colors, it has to be split.

    如果有多个法线(“硬边缘上”),或者多个UV坐标或有多个顶点颜色的顶点必须分割。

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