• Then, up to 4 point lights are calculated per-vertex.

    接下来最多4个光源会以逐顶点渲染的方式计算。

    youdao

  • Per-vertex dynamic lighting can add significant cost to vertex transformations.

    像素的动态光照顶点变换增加显著开销

    youdao

  • Per-vertex dynamic lighting can add significant cost to vertex transformations.

    顶点动态明显着增加顶点转变开销

    youdao

  • Per-vertex dynamic lighting can add significant cost to vertex transformations.

    顶点动态光照顶点转换上累加客观的消耗

    youdao

  • The blending weights can be painted per-vertex and are normalized automatically.

    权重混合每个顶点自动

    youdao

  • By now, you have probably guessed that I'll introduce yet another per-vertex attribute.

    现在或许已经猜测引入另外一种每个顶点都具备的属性。

    youdao

  • This shader only does per-vertex lighting, giving a much higher throughput on low-end CARDS.

    这个着色器(shader)进行顶点光照,低端提供吞吐量

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  • Per-vertex dynamic lighting can add significant cost to vertex transformations. Avoid multiple lights affecting single objects. Bake lighting for static objects.

    顶点动态明显着增加顶点变换开销尽量避免多个照亮任何给定的物体的情况,对于静态对象,烘焙静态物体的照明

    youdao

  • Note that light groups overlap; for example last per-pixel light blends into per-vertex lit mode so there are less "light popping" as objects and lights move around.

    注意不同的光照组间有重叠最后一个像素光源也以顶点光照模式的方式渲染,这样减少物体灯光移动时可能出现的“光照跳跃”现象。

    youdao

  • Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well.

    禁用正向渲染添加通道这会使这个着色支持一个完整方向所有顶点/SH计算光照,使着色变小

    youdao

  • The constructor of VertexArray takes the number of vertices (eight), the number of components per vertex (x, y, z), and the size of each component (one byte).

    VertexArray构造函数保存顶点数量(8个)、各顶点组件数(x,y,z)以及各组大小(1字节)。

    youdao

  • Batching dynamic objects has certain overhead per vertex, so batching is applied only to meshes containing less than 900 vertex attributes in total.

    处理动态物体需要在每个顶点上进行一定开销所以动态批处理支持小于900顶点的网格物体。

    youdao

  • Adjust pixel light count in quality Settings. Essentially only the directional light should be per pixel, everything else - per vertex. Certainly this depends on the game.

    质量设置调整像素灯光数量只有平行应该逐像素的,其他所有都应该是逐顶点的。当然取决于游戏。

    youdao

  • The case for texture coordinates is similar. These coordinates are part of the model and are specified per vertex.

    对于纹理坐标的应用类似这些插值结果作为模型一部分定义每个顶点上

    youdao

  • The case for texture coordinates is similar. These coordinates are part of the model and are specified per vertex.

    对于纹理坐标的应用类似这些插值结果作为模型一部分定义每个顶点上

    youdao

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