1.
Must be large enough to contain at least one vertex, but it need not be a multiple of the vertex size.
必须足够大,以包含至少一个顶点,但它不必是顶点大小的倍数。
2.
Like a vertex of a polyline, it expresses a point on the object, but it also expresses the shape of the curve at the point.
和折线上的定点类似,它也表示对象上的点,不过这里表示的曲线上的点。
3.
The algorithm works because if a vertex has no successors, it must be the last one in the topological ordering.
算法能够执行是因为,如果一个顶点没有后继,那么它肯定是拓扑序列中的最后一个。
4.
Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.
定义一个球体的一个顶点不允许进入。这允许反向碰撞动画布料。
5.
The only requirement is that vertex buffers used for software vertex processing must be allocated in system memory.
唯一的要求是用于软件顶点处理的顶点缓存必须在系统内存中分配。
6.
Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.
当然,在顶点着色器中,我们可以使用一个通用的公式来计算和叠加光照,而不需要像上面提到的那样分别应付各种不同的情形。
7.
An undirected connected graph with no cycles is called a tree. A vertex with degree equal to one in a tree is called a leaf.
一个无环无向连通图称为一棵树。树中一个度为一的点称为叶子结点。
8.
So it is possible to re-use the data of the input registers in the next vertex shader.
也就是说,有可能重新使用输入寄存器的数据在下一个顶点着色器。
9.
Vertex position: Input the estimated position of the surface vertex in relation to the zero-position.
顶点位置:相对于零位的表面最高点的估计位置。
10.
The top vertex in the queue was to be folded first and updated the vertices which were affected, then the queue was sorted again.
每次选择队首顶点向其折叠点合并,并且更新队列中受影响的顶点信息,再对队列重新排序。