• Z buffer algorithm is a common algorithm in the hiding line removing algorithms.

    缓冲算法隐算法常用一种

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  • Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.

    基本渲染结果被屏幕内容满的Z缓冲和带有法线高光强度的渲染纹理。

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  • 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Z缓冲区渲染的内容并不使用片段程序所输出结果

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  • 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。

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  • The course of their work in graphics, Z buffer, frame buffer and texture buffer memory bandwidth will be substantially occupied resources.

    显卡工作过程Z缓冲器缓冲器纹理缓冲器都会大幅占用显存带宽资源

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

    深度缓冲屏幕有着相同宽和高,z坐标取代颜色

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  • 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.

    坦白地说我们处于初期物理那里Z轴缓冲双线性过滤-事情明显现在完全不同。

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  • This is enabled in the Renderer "s System Options rollout, Miscellaneous group (where flat z-buffer, etc. are located)."

    启用转译器s系统选项部署杂项(如平面Z轴缓冲等设)。”

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  • This is enabled in the Renderer "s System Options rollout, Miscellaneous group (where flat z-buffer, etc. are located)."

    启用转译器s系统选项部署杂项(如平面Z轴缓冲等设)。”

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