• If the horizontal line drawn is aligned with a polygon vertex, then only the segments that are below the line are counted.

    如果所绘制的水平线与一个多边形顶点对齐,那么只计算位于该线下方的部分。

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  • Although the bounding box is a polygon defining the area represented for the user, I simplify and use one point of this data.

    尽管这个边界框是一个用于定义表示用户的区域的多边形,但我简化并使用该数据的一个点。

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  • This is called the winding of a polygon.

    这就叫做多边形环绕。

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  • And this is a polygon describing a pentagram.

    下面是一个描述五角星形的多边形。

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  • A polygon having five sides and five interior angles.

    五边形有五条边和五个角的多边形。

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  • To reduce the polygon count I made the haystack hollow.

    为了减少多边形计数,我制作了空心草堆。

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  • E. g. Boundaries of the polygon may extend to infinity.

    多角形的边界可以延伸到无穷远处。

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  • The said flange connected with the central axis is a polygon.

    所述的与中心轴连接的法兰盘为多边形。

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  • On most graphics CARDS today, polygon count does not really matter.

    今天,对大多数显卡的多边形数量并是不真正的问题。

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  • See extremely detailed results at render time regardless of polygon count.

    能够看到非常详细的实时渲染结果无论多边形数。

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  • The main way I do that is to replace the polygon borders with a noisy line.

    我所用的方法是用扰乱的线条来替换多边形边界。

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  • We'll finish up by learning to output polygon geometry from our Fusion items.

    我们将完成从我们的融合项目的输出多边形几何学习。

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  • The triangle is also a subclass of the Polygon type, which is derived from a Figure type.

    triangle还是Polygon类型的一个子类,后者由Figure类派生而来。

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  • Basic curvature: Understanding polygon count and its importance in creating smooth curvature.

    基本曲率:了解多边形数量及其在创建平滑曲率中的重要性。

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  • Triangles are popular with 3d implementations because you can define any polygon as a set of triangles.

    任何多边形都可定义为一组三角形的集合,因此三角形在3d实现中应用十分广泛。

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  • If the point is within the polygon, the line will intersect the edges of the polygon an odd number of times.

    如果该点位于多边形内,该线将与多边形的边相交奇数次。

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  • This repeats recursively for each new 'correct' polygon until no more neighboring polygons can be found.

    对每个处理后的多边形递归执行这个步骤,直到没有邻接多边形。

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  • However, if you were viewing the actual surface instead of a texture mapped polygon, you would see point B.

    但是,当你看着一个实际表面而不是带材质贴图的多边形的时候,你将会看到的是点b。

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  • The compact, polygon structures have been positioned so that they interact with the countryside and the lake.

    该建筑采用紧凑的多边形结构,以便它们与乡村和湖泊和谐共处。

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  • I tried both polygon centers and corners, but found that the corner graph made for much nicer looking rivers.

    我分别尝试过使用多边形的中心和角落来计算河流,最后发现还是角落的图集生成的河流更好看。

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  • When a texture map representing an uneven surface is applied to a flat polygon, the surface appears to get flattened.

    当使用材质贴图在光滑的多边形上表现一个粗糙的表面时,那个表面看起来像是平坦的。

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  • Based on the Curvilinear Integral and its sorted edge table, a new polygon fill algorithm is developed in the article.

    文章结合代数曲线积分思想与活性边表技术,提出了一种新的任意多边形代数积分算法。

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  • Results After induction , fibroblasts changed their morphology from spindle shape to typical polygon shape of chondrocytes.

    结果诱导后成纤维细胞细胞形态由梭形向软骨细胞样多角形、多边形转变。

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  • In practice this means, that if the cost of an area is 2.0, thedistance across such polygon will appear to be twice as long.

    打个比方,如果当前区域的寻路代价是2.0,那么寻路实体通过该区域的距离相对于普通区域的距离要大两倍。

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  • For the simplicity and suitability of the polygon meshes, they have become the most appropriate representation of those models.

    由于多边形网格的简单性和普适性,使之成为该类模型较为适宜的表示方法。

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  • Convex polygons are a usefulrepresentation, since we know that there are no obstructions between any twopoints inside a polygon.

    凸多边形是一个很有用的表示法,因为我们知道凸多边形内部任意两点之间没有障碍。

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  • As you see in Figure 4, The solution to the point-in-polygon problem is to draw a horizontal line starting at the point in question.

    如图4中所示,点包容问题的解决方案是绘制一条从所关注的点开始的水平线。

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  • Texturing one face with transparency is a lot easier than building individual fence posts and of course is cheaper in polygon count.

    用透明通道贴一面的贴图要比建造单个的栅栏容易得多,当然也有更减少了多边形数量。

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  • If the game doesn't need an entire polygon to be the same biome, this approach can be useful for making more interesting boundaries.

    如果游戏不需要整个多边形都是相同的生物群落,那这种方法可用于制造更有趣的边界。

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  • Applying this method on the result of ST_Envelope, which always returns a polygon for any non-empty geometry, gives us the single point we need.

    将这个方法应用到ST_Envelope(对于任何非空的几何图形,它总是返回一个多边形)的结果上将得到我们需要的那个点。

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