Exploiting the frame coherence, we construct the texture data as quadtree, and integrated with geometry quadtree, which handle the problem of large texture in real-time.
为了解决单张高分辨率纹理映射的问题,我们利用纹理在绘制中的连贯性,将纹理数据组织为四叉树结构。
A large database (known as the asset Server) holds the details of every 3d model, texture, avatar, or other asset.
一个大型数据库(称为资产服务器)存储每个3d模型、纹理、角色和其他资产的详细信息。
So here, I chose to crop out most of the sky as it would just look unbalanced to have such an unvaried texture taking up a large portion of my image.
所以我选择裁掉大部分天空,因为让一片没有变化的材质占据画面的一大部分会显得不平衡。
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