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1)  32 bit Z/stencil buffers
32位Z/模板缓冲
2)  stencil buffers
模板缓冲
3)  Z-buffer
Z缓冲区
1.
An improved algorithm for Z-map and Z-buffer was proposed according to the common simulation frame of machining process to optimize the simulation system so as to verify NC programs and improving machining conditions.
为了对验证NC程序和改善加工状况的机器加工仿真系统进行优化,在通用的切削仿真架构基础上,提出了改进的Z-map和Z缓冲区处理算法。
4)  stencil buffer
模板缓冲区
1.
Introduces the principle of planar shadow technology using computer graphics, the solve method about the problem of shadow with polygon offset and stencil buffer technology for processing complicated real time 3D drawing are also introduced.
利用计算机图形学知识探讨了平面阴影的生成原理,解决了带多边形偏移的阴影问题,并对3D硬件支持模板缓冲区的应用进行了探讨。
2.
This paper analyzes the quality problem of hidden-image using common method to draw images in OpenGL, puts forward two methods to improve on that: stencil buffer verification and polygon offset modification.
分析了用一般方法在OpenGL中进行图形消隐时存在消隐质量问题的产生原因 ,提出了两种具体的改善消隐质量方法 ,即模板缓冲区校验法和多边形偏移量修正法。
5)  Positioning damper
缓冲定位挡板
6)  Z buffer
Z缓冲算法
补充资料:HⅡ区和HⅠ区
      见电离氢区和中性氢区。
  

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