• 通过使用深度缓冲对象得到正确渲染

    By using the depth buffer, objects are rendered correctly.

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  • 如果存在表面清除这个表面深度缓冲

    Clear Clear the surface and its depth buffer if existent.

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  • 产生一个深度缓冲场景需要深度

    To generate a depth buffer your scene needs, well, depth.

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  • 可以更改两个属性深度缓冲投影清单7所示。

    You can change the two properties, depth buffer and projection, as Listing 7 shows.

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  • 深度缓冲屏幕有着相同宽和高,z坐标取代颜色

    The depth buffer has the same width and height as the screen but holds z coordinates instead of color values.

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  • 一些阅读对于渲染最好的办法使用深度缓冲

    After doing some reading, my best bet for deferred rendering is to use a depth buffer.

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  • 成员使应用程序能够避免系统新的深度更新深度缓冲

    This member enables an application to prevent the system from updating the depth buffer with new depth values.

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  • 精度通常24位16,这主要取决于使用深度缓冲

    Precision is usually 24 or 16 bits, depending on depth buffer used.

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  • 反之如果禁用深度缓冲那么必须绘制3d对象顺序付出一定精力

    Conversely, if you disable the depth buffer, you have to pay attention to the order in which you draw your 3d objects.

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  • 在将目标图像绑定Graphics3D,可启用深度缓冲,也可不启用。

    You enable or disable the depth buffer test when you bind the target graphics to Graphics3D.

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  • 进行深度比较,同时假定深度缓冲正在进行,不会深度写入缓冲

    Assuming that depth buffering is taking place, but depth values are not written to the buffer.

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  • 一直网上搜索一个2d图形深度缓冲方式真的没有发现任何有用的东西。

    I've been searching the Internet for ways to have a depth buffer with 2d graphics but really have not found anything helpful.

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  • 所以利用正交投影放置对象不同深度可以生成数据有用递延照明深度缓冲

    So by using a orthoprojection and placing your objects on layers at various depth you can generate a depth buffer with data usefull for deferred lighting.

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  • 采用后判别深度缓冲器算法分析元之间遮挡关系计算整个高超声速飞行器的RCS

    To compute RCS of whole HCV, the shadowing relationship of facet analyzed by the method of backward surface identification and depth-buffer is considered.

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  • 4包含测评结果长度为10,690,488、深度为65rope写入内存缓冲支持的结果。

    Table 4 contains the benchmark results of writing a rope with length 10,690,488 and depth 65 to a stream backed by an in-memory buffer.

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  • 如果Z缓冲不能纹理方式访问那么深度额外的渲染处理中被使用着色器替代技术渲染。

    If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.

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  • 深度纹理对应Z缓冲渲染的内容并不使用片段程序所输出结果

    Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.

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  • 使用多个相机时,一个都将自己颜色深度信息存储缓冲区中,还将积累大量的每个相机渲染数据

    When you are using multiple Cameras, each one stores its own color and depth information in buffers, accumulating more data as each Camera renders.

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  • 模具缓冲深度

    Is the bit depth of the stencil buffer.

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  • 呈现简单,因为深度渲染顺序一样重要使用z缓冲解决问题

    Your rendering will be simpler because depth or render order isn't as critical as you would use z-buffering to solve your issues.

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  • 转盘速度物料充填深度、压片厚度均可调节。 机上的机械缓冲装置避免过载而引起的机件损坏。

    During operation, the speed of the turret rotation, the depth of the filling material and thethickness of the tablets unit will precent punches and apparatus from overload demage.

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  • 转盘速度物料充填深度、压片厚度均可调节。 机上的机械缓冲装置避免过载而引起的机件损坏。

    During operation, the speed of the turret rotation, the depth of the filling material and thethickness of the tablets unit will precent punches and apparatus from overload demage.

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