Export the mesh with the skeleton hierarchy, normals, textures and animation.
导出带骨架层级的网格,法线,纹理和动画。
We subdivide very single planar triangle independently, and finally get a smooth surface interpolating the vertices of the original triangle mesh and their normals.
通过对单个平面三角片的单独细分,最后我们得到一张插值原三角网格顶点和顶点法向的光滑曲面。
Vertex positions (may include normals also) for all the vertices in the mesh for all the animation frames are stored in memory.
动画帧所有网格顶点包含着顶点的位置(可能包括法线)其全部储存在内存中。
Normals are assumed to be associated with the front faces of a mesh primitive.
法线按假设是与网状结构基本型别的正面相关联。
If normals are not specified, their generation depends on whether the developer has specified triangle indices for the mesh.
如果未指定法线,则是否产生法线要视开发人员是否已指定网状结构的三角形索引而定。
If normals are not specified, their generation depends on whether the developer has specified triangle indices for the mesh.
如果未指定法线,则是否产生法线要视开发人员是否已指定网状结构的三角形索引而定。
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