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1.Polygonal lighting: Light intensity is calculated for each surface / polygon.
多边形光照:光照强度是通过计算每个表面/多边形而得的。收藏指正
2.Vertex lighting: Light intensity is calculated for every vertex. The intensities will be interpolated linearly across the polygon by the Gouraud shader.
顶点光照:光照强度是通过计算每个顶点而得的。其强度将按照高德洛着色进行线性内插运算处理。收藏指正
3.Umbra lets you emphasize the intensity of shadows in the area fully protected by the direct rays shot by the lighting source: the light transition between fully shadowed areas and fully lit areas change more quickly.
日蚀允许你增强被光源发射直接光线包围的区域中的阴影深度:在完全阴影区域和完全照亮区域之间,光线急剧转换。收藏指正
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