It took advantage of the vertex texture to model the water surface and simulated the reflection, refraction with environment texture mapping and texture mapping.
通过当前图形硬件新提供的顶点纹理技术来对水面进行建模,并结合环境纹理映射技术和二维纹理映射技术实现了水面上的反射与折射等光照现象。
For each vertex, a texture coordinate defines which texture position will be used.
对于每个顶点而言,纹理坐标定义了使用纹理的位置。
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。
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)。
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。
One texture unit, texture size limited to 512, vertex light count limited to 4.
一个纹理单元,纹理大小限制为512,顶点光数限制为4。
You also find that each line, each vertex has an echo, it expands to something else; a change of color or texture, or a simple line drawn over the floor. Another gesture that connects with the whole.
你还会发现每个线条和每个顶点都有回应,它扩展到别的东西:可能是颜色或纹理的改变,或者是地板上画的简单线条,它们都以另一种姿态与整体相连。
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。
The vertex array now has a texture coordinate component instead of a color component.
本章顶点数组用纹理坐标替代了颜色。
Using Cinema4D layers, the "Vertex Map" can now be used as a mask in the diffuse channel, blending the road texture on top into the sand texture at the bottom.
采用C4D图层,vertexmap现在被作为蒙版在默认通道使用,同时将道路的纹理附在上层,而砂石的纹理在下曾。
The case for texture coordinates is similar. These coordinates are part of the model and are specified per vertex.
对于纹理坐标的应用也类似,这些插值结果作为模型的一部分定义在每个顶点上。
The new GLSL texture vertex shader is very similar to the color vertex shader that we covered in the previous tutorial.
本章gls L纹理顶点着色器和前面教程的颜色顶点着色器非常类似。
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?
It takes an input (flexible) vertex which has properties like position, normal, color, texture co-ordinates and outputs the vertex in the CLIP space.
它由输入(定)点的属性:象坐标、线、色、理坐标,然后输出置向CLIP空间的顶点。
You cannot take vertex number 10 from the mesh and expect that texture vertex 10 will store the information about its texturing or color vertex 10 would define its vertex color.
不要想从网格中选10号点然后指望着材质点10号能记录它的材质,或巴望着10号颜色点能准确记录它的颜色。
You cannot take vertex number 10 from the mesh and expect that texture vertex 10 will store the information about its texturing or color vertex 10 would define its vertex color.
不要想从网格中选10号点然后指望着材质点10号能记录它的材质,或巴望着10号颜色点能准确记录它的颜色。
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