您要查找的是不是:
- Also, I set the texture coordinates. 另外,我设置了纹理坐标。
- You can adjust that by adjusting the texture coordinates. 你可以通过调整纹理的坐标来调整这些。
- Represents a custom vertex format structure that contains position and one set of texture coordinates. 表示自定义顶点格式结构,该结构包含位置和一组纹理坐标。
- Represents a custom vertex format structure that contains position, color, and one set of texture coordinates. 表示自定义顶点格式结构,该结构包含位置、颜色和一组纹理坐标。
- Represents a custom vertex format structure that contains transformed vertices and one set of texture coordinates. 表示一种自定义顶点格式结构,它包含已转换的顶点和一组纹理坐标。
- Controls the transformation of texture coordinates for the current texture stage. 控制当前纹理贴图层的纹理坐标转换。
- Since the position indices and texture coordinates share the same frequency, they can be added to the input layout. 因为位置索引和纹理坐标使用相同的顶点个数,它们能够被添加到输入层次中。
- Setting a texture matrix we can use the same texture coordinates for the materials as for the lightmap. 设置纹理矩阵时我们可以用与光照图材质同样的坐标。
- In order to apply a lightmap (see Figure 4) we need to add texture coordinates to the vertices. 为了应用光照图(图4),我们需要将其纹理坐标赋予顶点。
- Index of the texture coordinate set. 纹理坐标集的索引。
- One texture coordinate set for this vertex. 为此顶点设置了一个纹理坐标。
- A nice property of a tetrahedron is that by using the texture coordinates of the 4 points, a constant texture gradient can be found across the tetrahedron. 到四面体背面的的距离可以通过把视线和背离视点的四面体表面相交并从中选择一个最小距离来得到。
- Since there is only one lightmap which is used for the whole terrain, it simply spans the texture coordinates from (0,0) to (1,1). 因为对于整个地形只有一个光照图,因此纹理坐标简单地跨度(0,0)到(1,1)。
- Fixed a bug in loading SAV file.Fixed a bug in SoundCapture Plugin creation.Fixed a bug in Texture Coordinates Transformation. NDS模拟器 iDeaS for Linux 发布新版;更新内容如下: Fixed a bug in application path creation.
- Any inaccuracies in the computation of texture coordinates, however small, results in artifacts along the areas in the rendered image which correspond to the texel edges of the texture map. 在纹理坐标计算过程中的任何误差,无论多小,都可能在渲染得到的图像上与texel边界对应的部分出现图形残留物。
- With DirectX 8, different vertex components can come from different sources; for example, one vertex buffer could hold positions and normals, while a second held color values and texture coordinates. 举个例子,一个顶点缓存可能保存位置和法向而另一个保存颜色和纹理坐标。
- Given two floating point values per vertex (plus a fixed number of values per primitive), one can design a vertex shader to generate a position, a normal and a number of texture coordinates. 假设每个顶点有两个浮点值(加上每个图元固定的值数),一个负责顶点着色产生的位置,一个是法线及纹理坐标号。
- Although the particles are animating (moving away from the source), added detail is gained by animating the texture coordinates used to calculate the lookup in the the noise volume texture. 尽管粒子是动态的(从原点移开),但额外的细节是由动态计算纹理坐标来表现体积纹理的不规则表现而产生的。
- For mult-stream single-index rendering, 4 input vertex buffers are created.They store position, normal, textures coordinates, and alternative texture coordinates respectively. 多数据流单索引绘制需要创建4个输入顶点缓存分别保存位置,法向,纹理坐标和可替换的纹理坐标。
- Parallax mapping is a trick, implemented in a pixel shader, to distort the texture coordinates of a pixel before performing the usual per-pixel operations such as texturing and lighting. 视差贴图是实施在纹理阴影上的把戏,在每一个纹理显示之前,拉伸和改变纹理的位置和亮度。