通过使用深度缓冲,对象可得到正确的渲染。
如果存在表面,清除这个表面和深度缓冲。
产生一个深度缓冲你的场景需要,嗯,深度。
您可以更改两个属性:深度缓冲与投影,如清单7所示。
You can change the two properties, depth buffer and projection, as Listing 7 shows.
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。
The depth buffer has the same width and height as the screen but holds z coordinates instead of color values.
在做一些阅读,对于渲染我最好的办法是使用深度缓冲区。
After doing some reading, my best bet for deferred rendering is to use a depth buffer.
此成员使应用程序能够避免系统用新的深度值更新深度缓冲区。
This member enables an application to prevent the system from updating the depth buffer with new depth values.
精度通常是24位或16位,这主要取决于所使用的深度缓冲区。
Precision is usually 24 or 16 bits, depending on depth buffer used.
反之,如果您禁用了深度缓冲,那么必须在绘制3d对象的顺序上付出一定精力。
Conversely, if you disable the depth buffer, you have to pay attention to the order in which you draw your 3d objects.
在将目标图像绑定到Graphics3D时,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.
进行深度比较,同时假定深度缓冲正在进行,但不会将深度值写入缓冲区。
Assuming that depth buffering is taking place, but depth values are not written to the buffer.
我一直在网上搜索有一个2d图形深度缓冲的方式但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.
所以利用正交投影和放置你的对象层在不同深度可以生成数据有用的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.
采用后向面判别法和深度缓冲器算法分析面元之间的遮挡关系,计算了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.
表4包含的测评结果是将一个长度为10,690,488、深度为65的rope写入一个由内存缓冲区支持的流的结果。
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.
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。
If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.
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。
Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.
当你使用多个相机时,每一个都将自己的颜色和深度信息存储在缓冲区中,还将积累大量的每个相机的渲染数据。
When you are using multiple Cameras, each one stores its own color and depth information in buffers, accumulating more data as each Camera renders.
是模具缓冲区的位深度。
呈现将更简单,因为深度或渲染顺序不一样重要你会使用z缓冲来解决你的问题。
Your rendering will be simpler because depth or render order isn't as critical as you would use z-buffering to solve your issues.
转盘速度、物料的充填深度、压片厚度均可调节。 机上的机械缓冲装置可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.
转盘速度、物料的充填深度、压片厚度均可调节。 机上的机械缓冲装置可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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