...三角形网格,一个513*513的地形包括513*513个顶点,512*512*2个三角形;在开始渲染地形之前,写入地形的顶点缓冲(vertexbuffer)和索引缓冲(indices buffer),顶点缓冲和索引缓冲都是数组;顶点缓冲存储的是地形的顶点,每个顶点的属性包括其自身的坐标;索...
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In init , I add the texture coordinates that are defined as the class's static members to the VertexBuffer.
在init中,向VertexBuffer增加了定义为类的静态成员的纹理坐标。
With the VertexBuffer approach, you have to remember all transformations as well as the relationship between objects.
如果使用 VertexBuffer 方法,您必须记住所有的转换以及对象之间的关系。
When I created the VertexBuffer, I mentioned that you can assign several kinds of information to a vertex — colors for example.
创建VertexBuffer时,我曾提到可以为一个顶点指派多种类型的信息——颜色也是其中之一。
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