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- depth buffer algorithm 深度缓冲器算法
- Support clearing the back buffer and depth buffer. 支持清除后台缓冲区和深度缓冲区。
- The depth buffer comparison test is enabled. 启用了深度缓冲区比较测试。
- Value that this method stores in the depth buffer. 此方法存储在深度缓冲区中的新。
- A new zdepth value that this method stores in the depth buffer. 此方法存储在深度缓冲区中的新zdepth值。
- Clear Clear the surface and its depth buffer if existent. 如果存在表面,清除这个表面和深度缓冲。
- Gets a value indicating whether the device supports a lockable depth buffer. 获取一个值,该值指示设备是否支持可锁定深度缓冲区。
- No depth buffer surface is associated with the render target surface. 没有任何深度缓冲区表面与呈现目标表面相关联。
- Enables or disables depth buffering. 启用或禁用深度缓冲。
- A raster-based GIS buffer algorithm is proposed for delimiting the radiation service areas of passenger flow at urban mass transit stations. 摘要为界定城市轨道交通站点的客流辐射区域,提出基于栅格数据的GIS缓冲区算法。
- Gets a value indicating whether the device supports a depth buffer in the video memory pool. 获取一个值,该值指示设备是否支持视频内存池中的深度缓冲区。
- Flags are specified when the render target does not have an attached depth buffer. 如果在呈现目标没有附加的深度缓冲区时指定。
- This member enables an application to prevent the system from updating the depth buffer with new depth values. 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。
- Apple's example square is only a 2D object so doesn't actually need a depth buffer. 苹果的例子中,正方形只是一个2d的物体,所以实际上不需要深度缓冲。
- Clears the viewport or a set of rectangles in the viewport to a specified RGBA color, clears the depth buffer, and erases the stencil buffer. 将视区或视区中的一组矩形清除为指定的RGBA颜色,清除深度缓冲区并清除模具缓冲区。
- This method fails if the ZBuffer or Stencil flags are specified when the render target does not have an attached depth buffer. 如果在呈现目标没有附加的深度缓冲区时指定ZBuffer或Stencil标志,此方法将失败。
- Render front face of shadow volume. If depth test fails, decrement stencil value, else does nothing. Disable draw to frame and depth buffer. 上面是针对人眼的(人换个位置看东西状况就不同了)。下面是针对阴影的(只有光和景物相对位置变动才会改变)
- In a normal application, the depth buffer is largely untapped, because only the frontmost layer of a pixel must be defined to create a 2-D picture. 一般用途中大多没有用到深度缓冲区,因为绘制2D画面只需要用到最前面一层的像素。
- How do we project the light's depth buffer, encoded in a texture, onto the scene's geometry when rendered from the camera's point of view? 当从照相机的位置绘制场景时我们怎样投射到一个被编码为纹理的光源深度缓冲区到几何体上呢?
- Three algorithms of the general plotting library-grid algorithm for functional curved surfaces, and floating horizon algorithm and scan line buffer algorithm for discrete space points are briefly introduced. 本文简要介绍通用绘图程序库实现的三个算法,即函数曲面的网格消隐算法,离散点的浮动水平线算法和离散点的扫描线缓冲区算法。