This tells M3G to multiply all texture coordinates by this value.
这也就告诉M3 G将所有纹理坐标都乘以此值。
In init , I add the texture coordinates that are defined as the class's static members to the VertexBuffer.
在init中,向VertexBuffer增加了定义为类的静态成员的纹理坐标。
Because you define texture coordinates relative to a texture's corners, images of any size have the same coordinates.
由于您定义了与纹理的角相关的纹理坐标,所以任意大小的图像都有相同的坐标。
Accordingly, if you want to map the lower left corner (-1, -1) of the cube's front face to the texture's lower left corner, you must assign the texture coordinates (0, 1) to vertex 0.
相应地,如果您需要将立方体正面的左下角映射到纹理的左下角,必须将纹理坐标(0,1)指派给顶点0。
You can adjust that by adjusting the texture coordinates.
你可以通过调整纹理的坐标来调整这些。
All that it does is modify texture coordinates in order to warp a texture mapped image.
它所做的事情只是为了使贴图产生扭曲而修改贴图坐标。
Input should contain any texture coordinates and extra automatic variables needed by surface function.
Input结构中包含所有纹理坐标和surfaceFunction所需的额外的自动变量。
Two very common variables that often rely on this interpolation are the triangle normal and texture coordinates.
三角形的法向量和纹理坐标是很常见的两种依赖插值变量。
By moving the texture coordinates in one direction, the smoke is made to look like it is moving in the opposite direction.
通过向一个方向移动纹理坐标,烟雾就看起来向相反的方向移动。
Once the pixel is sampled from the texture using the texture coordinates it is then returned as the final output pixel color.
通过纹理坐标采样获取的像素就是我们输出到屏幕上的像素。
This structure and Flexible vertex Format specify that we are talking about a vertex that has a position, a color, and a set of texture coordinates.
这个结构和灵活的顶点格式定义了我们所谈论的包含位置,颜色和一组纹理坐标的顶点。
This structure and Flexible Vertex Format (FVF) specify that we are talking about a vertex that has a position, a color, and a set of texture coordinates.
这个结构和灵活的顶点格式(FVF)定义了我们所谈论的包含位置,颜色和一组纹理坐标的顶点。
By offsetting all the texture coordinates individually, high areas of the surface would shift away from the eye and low areas of the surface would shift toward the eye.
通过偏移所有这样的贴图坐标,表面上的较高的地方会相对眼睛被移远,而低的地方被移近。
Texture coordinates are named (s, t) in order to distinguish them from the (x, y) used for vertex positions (in literature, (u, v) is commonly used instead).
将纹理坐标命名为(s,t)是为了与用于表示顶点位置的(x,y)区分开来(从文字角度来讲,(u,v)更为常用)。
Texture coordinates are named (s, t) in order to distinguish them from the (x, y) used for vertex positions (in literature, (u, v) is commonly used instead).
将纹理坐标命名为(s,t)是为了与用于表示顶点位置的(x,y)区分开来(从文字角度来讲,(u,v)更为常用)。
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