Direct3D9 SDK教程-Tutorial 2: 渲染顶点(Rendering Vertices),呵呵I查理的网易博客,天行键,君子当自强不息.地势坤,君子当厚德载物.
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As you saw in the lighting section, the rendering quality depends on the number of triangles you use — the smaller the distance between vertices, the better the interpolation.
如照明部分中所示,渲染的质量取决于您所使用的三角形数量——顶点之间的距离越小,插值效果就越好。
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。
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