• Data can be supplied either by the vertex buffer or by the primitive tessellation engine.

    顶点数据既可以由数据缓冲区提供,也可以由图元镶嵌引擎提供。

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  • Dynamic Indicates that the vertex buffer requires dynamic memory use, which is useful for drivers because it enables them to determine where to place the buffer.

    表示顶点缓冲区要求动态使用内存,这样对驱动程序有好处,因为这样可以使驱动程序确定缓冲区的放置位置。

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  • The driver might allocate a larger buffer after this point, or you might need to reduce your vertex count.

    在这点之后,驱动可能会分配一个更大的缓存,或者你可能需要降低你的顶点数量。

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  • How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?

    如何写通过一个附加的纹理帧的顶点和片段着色器?

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  • How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?

    如何写通过一个附加的纹理帧的顶点和片段着色器?

    youdao

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