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。
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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