Vertex Geometry Processor 顶点几何处理器
If tessellation or geometry shaders are active, then a limited form of primitive assembly is executed before these Vertex Processing stages.
如果启用了细分或几何着色器,那么一个限制级的图元组装过程就会在那些顶点处理阶段之前执行。
I wrote usually because right now you can use textures in all shaders: vertex, geometry, tesselation.
通常我写了因为现在可以使用纹理在所有着色器:顶点几何、多边形密度。
Utilizing related algorithms of computational geometry to triangulate TIN partly to make node and line as vertex and side of triangles.
利用计算几何的相关算法,把矢量数据的节点和边界线作为TIN网三角形的端点和边,对TIN网的局部进行三角化。
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