• You can easily draw four-sided polygons in Processing with quad.

    在Processing内使用quad可以很容易地绘制有四个边的多边形。

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  • Basic shapes: rectangles, circles, ellipses, lines, polylines, and polygons.

    基本形状:矩形、圆、椭圆、直线、折线以及多边形。

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  • The manufacturer had an existing table with the depot polygons already defined.

    制造商有一个已经定义了维修站多边形的现成的表。

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  • Both GeoRSS formats support basic feature geometries (points, lines, boxes, and polygons).

    这两种georss格式都支持基本的地理特征(点、线、边框和多边形)。

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  • Consider drawing polygons tracing the edge of certain layers with heights equal to the cloud tops.

    考虑绘制跟踪高度等于云顶的特定图层边缘的多边形。

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  • How to convert GIS rasters into vector polygons?

    如何将GIS栅格到矢量多边形?

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  • TheNavMesh stores this surface as convex polygons.

    导航网格把这个表面存为凸多边形。

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  • Given two convex polygons, they may or may not overlap.

    给定两个可能相互重叠的凸多边形。

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  • This means that some cubes can contain the same polygons.

    这就意味着一些立方体可能包含着同一个多边形。

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  • Based on this method, curvilinear polygons were offset on the surface.

    基于这个方法,在曲面上偏置曲线多边形。

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  • At the moment, only the polygons pointed towards the light source will be lit.

    在我们的场景里,只有朝向光源的多边形是被照亮的。

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  • This will make the light ignore the polygons' angles, which is exactly what we want.

    这将使灯光忽略多边形的角度,正如我们所希望的那样。

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  • Computing the intersections of a large number of polygons can be very time consuming.

    计算庞大数量多边形的交叉点是非常花时间的。

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  • No-Fit Polygon is an effective method to judge the relative position of two polygons.

    临界多边形是判别两个多边形相互关系的一个非常有效的方法。

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  • The recognition of planar polygons has many important applications in computer vision.

    在计算机视觉中,平面多边形的识别有着十分重要的意义。

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  • The shape of block stones shall be close to straight prism or regular quad or polygons.

    块石形状应接近直棱柱体,或有规则的四边形或多边形。

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  • Usually the design is symmetrical, in the form of combinations of polygons or quatrefoils.

    通常设计是对称的,多边形或四页花形的组合。

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  • The all control points can be generated simply by the vertices of the given tangent polygons.

    所有的控制顶点仅仅由切线多边形的顶点直接产生。

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  • Rectangles and polygons are composed of multiple lines, and ellipses are composed of multiple arcs.

    长方形和多边形是由若干条线条组成的,并且椭圆是由若干条圆弧组成。

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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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  • After reading in the Step 1 pie chart, polygons specified by the triangle vertices file are drawn on the Step 1 chart.

    在读入步骤1的饼图后,将在步骤1的图表中绘制由三角形顶点文件指定的多边形。

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  • On the basis of this, the paper presents a new method of processing meaningless polygons in overlaid map from vector GIS.

    在此基础上,进一步提出了一种处理矢量gis叠置图中无意义多边形的新方法。

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  • This algorithm can be used to calculate not only intersection but also set-theoretic differences and union of two polygons .

    该算法不仅可以求多边形的“交”,而且可以求多边形的“并”和“差”。

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  • At the middle level, a portable graphics engine provides support for line draws, area fills, polygons, clipping, and color models.

    在中间层,可移植的图形引擎提供对线的绘制、区域的填充、多边形、裁剪以及颜色模型的支持。

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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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  • There's support for native playback of audio and video files, and the Canvas element, with support for animated 2-d polygons and text.

    IE 9 Beta支持本地播放音频视频文件,支持画布元素,还支持2d多边形动画与文本。

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  • You can also easily attach different components (markers, information texts, controls, ground overlays, polygons, polylines) to the map.

    您还可以轻松向地图添加几个不同的组件(标记、信息文本、控件、地表覆盖、多边形、多段线)。

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  • Creates two or more polygons that are filled using the current polygon-filling mode. The polygons may be disjoint or they may overlap.

    创建使用当前多边形填充模式的两个或多个多边形,多边形可以相互分开或叠加。

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  • You can easily list tables containing spatial data and select tables to display as a map using a combination of points, lines, and polygons.

    可以很方便地列出包含空间数据的表,并可将表展示为由点、线、和多边形组成的图。

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  • So it is possible to process the static and dynamic objects separately and thus make the number of polygons to be calculated as less as possible.

    这样就有可能针对静态物体与动态物体分别作不同的处理,使尽可能少的多边形参与阴影计算。

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