拓?fù)?/c>序列中的最后一個(gè)。
Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.
定義一個(gè)球體的一個(gè)頂點(diǎn)不允許進(jìn)入。這允許反向碰撞動畫布料。
The only requirement is that vertex buffers used for software vertex processing must be allocated in system memory.
唯一的要求是用于軟件頂點(diǎn)處理的頂點(diǎn)緩存必須在系統(tǒng)內(nèi)存中分配。
The front vertex power is measured through the distance portion as the first step in obtaining an accurate add power. B.
前面屈光度通距離部分被測量,當(dāng)在獲得準(zhǔn)確的第一步增加力量。
Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.
當(dāng)然,在頂點(diǎn)著色器中,我們可以使用一個(gè)通用的公式來計(jì)算和疊加光照,而不需要像上面提到的那樣分別應(yīng)付各種不同的情形。
An undirected connected graph with no cycles is called a tree. A vertex with degree equal to one in a tree is called a leaf.
一個(gè)無環(huán)無向連通圖稱為一棵樹。樹中一個(gè)度為一的點(diǎn)稱為葉子結(jié)點(diǎn)。
So it is possible to re-use the data of the input registers in the next vertex shader.
也就是說,有可能重新使用輸入寄存器的數(shù)據(jù)在下一個(gè)頂點(diǎn)著色器。
Vertex position: Input the estimated position of the surface vertex in relation to the zero-position.
頂點(diǎn)位置:相對于零位的表面最高點(diǎn)的估計(jì)位置。
The top vertex in the queue was to be folded first and updated the vertices which were affected, then the queue was sorted again.
每次選擇隊(duì)首頂點(diǎn)向其折疊點(diǎn)合并,并且更新隊(duì)列中受影響的頂點(diǎn)信息,再對隊(duì)列重新排序。
It might be a great challenge to port these effects with the help of vertex and pixel shaders to consumer hardware.
不過也可移植到帶有頂點(diǎn)及象素著色的普通消費(fèi)硬件上去實(shí)現(xiàn)那些效果,這確實(shí)是一大挑戰(zhàn)。
Set this state to the zero-based index of the coordinate set for each vertex that this texture stage uses.
對于此紋理貼圖層使用的每個(gè)頂點(diǎn),將此狀態(tài)設(shè)置為坐標(biāo)集的從零開始的索引。
Whenever the count of a vertex drops to zero, that vertex can be placed onto a list of vertices with a zero count.
每當(dāng)一個(gè)頂點(diǎn)計(jì)數(shù)下降到零,即頂點(diǎn)可以放置到一個(gè)頂點(diǎn)清單零計(jì)數(shù)。
Can be controlled by adjusting the weight of vertex and point to adjust the surface shape.
可以通過調(diào)節(jié)控制頂點(diǎn)和點(diǎn)的權(quán)重來調(diào)節(jié)曲面形狀。
But the vertex circulation may also get up to the network flows unusual control action, causes the network maintains a feasible class.
而頂點(diǎn)環(huán)流也可以起到對網(wǎng)絡(luò)流異常的調(diào)節(jié)作用,使網(wǎng)絡(luò)保持一個(gè)可行流。
The easiest way of coloring meshes is called vertex coloring and I am going to show you two different ways of doing that.
老方式,從易而難,最簡單的是對頂點(diǎn)著色,下面我將介紹兩種方式。
The only differences are the format of the data they contain and the flexible vertex format specified when the vertex buffer is created.
兩者之間僅存在以下差異:它們包含的數(shù)據(jù)的格式不同,且創(chuàng)建頂點(diǎn)緩沖區(qū)時(shí)指定的靈活頂點(diǎn)的格式不同。
Two graphs are isomorphic if there is a correspondence between their vertex sets that preserves adjacency.
如果在兩個(gè)圖之間存在一個(gè)保持鄰接性的1-1對應(yīng),則這兩個(gè)圖是同構(gòu)的。
Vertex a is the initial vertex and b is the terminal vertex.
a頂點(diǎn)是始端頂點(diǎn),而b是末端頂點(diǎn)。
Retrieves or sets a value that describes the surface format of the vertex buffer data.
檢索或設(shè)置一個(gè)值,該值描述頂點(diǎn)緩沖區(qū)數(shù)據(jù)的圖面格式。
Every vertex shader must write at least to one component of oPos or you will get an error message by the assembler.
每一個(gè)頂點(diǎn)著色器必須向oPos的一個(gè)分量寫入值,否則編譯器就會返回一個(gè)錯(cuò)誤。
The vertex and gas gathering place shall adopt automatic exhaust ( steam ) valve, the bottom shall adopt water escape valve.
空調(diào)水管最高點(diǎn)及易集氣處設(shè)自動排氣閥,最低點(diǎn)設(shè)泄水閥。
Constructs bit patterns that are used to identify texture coordinate floating point formats within a flexible vertex format description .
描述定義頂點(diǎn)格式的值,該格式用于描述交叉存儲在單個(gè)數(shù)據(jù)流中的頂點(diǎn)內(nèi)容。
Dijkstra algorithm is a step by step search algorithm for each vertex n reservations so far found from them ton shortest path to work.
Dijkstra算法是一種逐步搜索算法,通過為每個(gè)頂點(diǎn)n保留目前為止所找到的從m到n的最短路徑來工作的。
Graphics cards without hardware vertex processing, common on cheaper laptops, do not appear to work.
顯卡如果不具有硬件頂點(diǎn)處理能力(便宜的筆記本電腦通常安裝這樣的顯卡),就不能正常工作。
The algebraic sum of the through variables associated with the edges incident to any vertex is zero.
關(guān)聯(lián)于任一頂點(diǎn)的各邊所附帶的流通變量的代數(shù)和為零。
If the horizontal line drawn is aligned with a polygon vertex, then only the segments that are below the line are counted.
如果所繪制的水平線與一個(gè)多邊形頂點(diǎn)對齊,那么只會計(jì)算位于該線下方的部分。
The COUNT field contains the in-degree of that vertex and LINK is a pointer to the first node on the adjacency list.
該計(jì)數(shù)字段包含在度的頂點(diǎn)和LINK是對鄰接表上的第一個(gè)節(jié)點(diǎn)的指針。
While thinking about your destiny as a hero who saves worlds with jig saws, you start counting the number of vertex shaders for this scene.
在考慮你作為一個(gè)使用鋸子拯救這個(gè)世界的英雄的命運(yùn)同時(shí),我們開始計(jì)算這個(gè)場景所需要的頂點(diǎn)著色器數(shù)目。
Feasible solution corresponding to the vertex is called a basic feasible solution.
頂點(diǎn)所對應(yīng)的可行解稱為基本可行解。
Up to eight sets of texture coordinates per vertex can be specified.
最多可以為每個(gè)頂點(diǎn)指定八組紋理坐標(biāo)。
An inequation about vertex degree and connected branches of a simple graph from which a vertex is erased is proofed in this paper.
證明了在無向簡單圖中刪除頂點(diǎn)后連通分支數(shù)與被刪除頂點(diǎn)度數(shù)之間的一個(gè)不等式關(guān)系。
The way of crack elimination is to set the vertex of higher resolution node to the edge of conterminous lower resolution node.
另外,通過將較高分辨率節(jié)點(diǎn)的頂點(diǎn)移到相鄰較低分辨率節(jié)點(diǎn)的邊界上的方法消除裂縫。同時(shí),進(jìn)行了實(shí)驗(yàn)研究。
Forward rendering path supports only one directional shadow casting light. Vertex Lit rendering path does not support realtime shadows.
正向渲染路徑僅支持一個(gè)平行光陰影投射燈。頂點(diǎn)光照渲染路徑不支持實(shí)時(shí)陰影。
Vertex format codes generally are used to specify data to be processed by fixed function vertex processing.
頂點(diǎn)格式代碼通常用于指定要由固定函數(shù)頂點(diǎn)處理來處理的數(shù)據(jù)。
in this case, the degree of a vertex is the number of games played by the corresponding team.
在這種情況下一個(gè)頂點(diǎn)的度數(shù)就是指該頂點(diǎn)所代表的足球隊(duì)進(jìn)行的比賽的場次。
This is, in all the time I've been doing software, the only five-dimensional vertex case I've ever seen.
在所有的時(shí)間里,我一直在做軟件,所以我只見過五維頂點(diǎn)案例。
You may also create textures that are dependent on the vertex position in respect to a certain axis (height dependent).
你也可以創(chuàng)建這樣的紋理:它依賴于頂點(diǎn)在特定坐標(biāo)軸上的位置(通常是高度)。
uses the vertex position , transformed to camera space , as the input texture coordinates for the current stages texture transformation.
將轉(zhuǎn)換為鏡頭空間的頂點(diǎn)位置用作當(dāng)前階段紋理轉(zhuǎn)換的輸入紋理坐標(biāo)。