• 一些阅读对于渲染最好的办法使用深度缓冲区

    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区

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

    youdao

  • 精度通常24位16,这主要取决于使用深度缓冲区

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

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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区

    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.

    youdao

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

    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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  • 深度纹理对应Z缓冲区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,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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  • 进行深度比较,同时假定深度缓冲正在进行,不会深度写入缓冲区

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

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  • 模具缓冲区深度

    Is the bit depth of the stencil buffer.

    youdao

  • 模具缓冲区深度

    Is the bit depth of the stencil buffer.

    youdao

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