If transformation and texturing is being applied to all the rendered polygons, how do you limit the projected texture to a single area?
当变换和纹理映射被施加在所有需要渲染的多边形上的时候,如何去把投影纹理限制在一个单一的区域里呢?
Another way is to use the stencil buffer in a multipass algorithm to control what parts of the scene are updated by a projected texture.
另外一个办法是在多遍渲染中使用模板缓存的算法来控制场景中那些部分将被投影纹理更新。
Another way is to use the stencil buffer in a multipass algorithm to control what parts of the scene are updated by a projected texture.
另外一个办法是在多遍渲染中使用模板缓存的算法来控制场景中那些部分将被投影纹理更新。
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