polygon-based rendering 基于多边形的绘制算法
The KML described herein USES tens of thousands of polygon vertices for the United States alone, so faster processors may be required for global rendering or precision beyond the state level.
这里描述的KML仅为美国就使用了数以千计的多边形顶点,因此如果要在全球呈现或超越国家级的精确度,则可能需要速度更快的处理器。
You should now understand the basics of loading a texture, mapping it to a polygon face, and then rendering it with a shader.
本章介绍了加载纹理,将纹理映射到多边形表面和如何使用纹理着色器的基本知识。
应用推荐