蒙皮过程包括在你的网格中绑定顶点到骨骼,还有直接指定(硬绑定)或者混合多块骨骼的影响(软绑定)。
Skinning involves binding vertices in your mesh to bones, either directly (rigid bind) or with blended influence to a number of bones (soft bind).
所有与渲染管线状态相关的操作有:着色器,顶点布局,混合模式,渲染目标格式等。这些操作可在渲染之前甚至在最初创建及验证。
Everything that is related to rendering pipeline state: shaders, vertex layout, blending modes, render target formats, etc. can be created and validated before rendering even starts.
应用顶点分类的方法,提出了一种加权均值滤波与拉普拉斯光顺相结合的混合算法。
With the method of classifying the mesh vertices, a hybrid algorithm combined weighted median method and Laplacian method was presented.
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