Z buffer algorithm is a common algorithm in the hiding line removing algorithms.
缓冲算法是消隐算法中常用的一种。
Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.
基本渲染的结果是被屏幕内容填满的Z缓冲和带有法线和高光强度的渲染纹理。
Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.
深度纹理对应于Z缓冲区所渲染的内容,它并不使用片段程序所输出的结果。
If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.
如果Z缓冲不能被以纹理的方式访问,那么深度将在额外的渲染处理中被使用着色器替代技术渲染。
The course of their work in graphics, Z buffer, frame buffer and texture buffer memory bandwidth will be substantially occupied resources.
在显卡工作过程中,Z缓冲器、帧缓冲器和纹理缓冲器都会大幅占用显存带宽资源。
The depth buffer has the same width and height as the screen but holds z coordinates instead of color values.
深度缓冲与屏幕有着相同的宽和高,但用z坐标取代颜色值。
Frankly, we're still in the early days of physics, much like 3D in the early days where you had Z-buffer and bilinear filtering - things are obviously quite different nowadays.
坦白地说,我们仍处于初期物理,就像在那里你的Z轴缓冲和双线性过滤-事情很明显现在完全不同。
This is enabled in the Renderer "s System Options rollout, Miscellaneous group (where flat z-buffer, etc. are located)."
这是启用的转译器“s系统选项部署,杂项组(如平面的Z轴缓冲等设)。”
This is enabled in the Renderer "s System Options rollout, Miscellaneous group (where flat z-buffer, etc. are located)."
这是启用的转译器“s系统选项部署,杂项组(如平面的Z轴缓冲等设)。”
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