| 1. | Structure that represents the position of the light in world space 结构,表示光线在自然空间中的位置。 |
| 2. | A locator is a node that marks a position in world space 一个定位器是一个节点在世界坐标空间的标记的一个位置。 |
| 3. | Gets or sets the position of the light in world space , as specified by a 获取或设置光线在自然空间中的位置,该位置由 |
| 4. | Retrieves or sets the position of the light in world space , as specified by a 检索或设置光线在世界空间中的位置,该位置由 |
| 5. | Gets or sets the direction in which the light is pointing in world space , as specified by a 获取或设置光线在自然空间中所指的方向,该方向由 |
| 6. | Retrieves or sets the direction in which the light is pointing in world space , as specified by a 检索或设置光线在世界空间中所指向的方向,该方向由 |
| 7. | Depth is specified in world space for vertex fog , and in either device space 0 . 0 , 1 . 0 or world space for pixel fog 对于顶点雾化,在世界坐标空间指定深度;对于像素雾化,在设备坐标空间[ 0 . 0 , 1 . 0 ]或世界坐标空间指定深度。 |
| 8. | This article lies the initial groundwork required for establishing a ray pick routine , by providing algorithms and working code to convert a pixel coordinate into a ray in world space 本文介绍建立光线拾取路径最初的基本工作,提供了将像素坐标转换到光线空间的算法和工作代码。 |
| 9. | For pixel fog , these values are in device space when the system uses z for fog calculations , or in world space when the system uses eye - relative fog w - fog 对于像素雾化,如果系统使用z进行雾化计算,则以上值在设备坐标空间中;如果系统使用目相关雾化( w雾化) ,则以上值在世界坐标空间中。 |
| 10. | The bump vs distance shader is a good example of how easy it is to add subtle and realistic shading effects to your renders by accessing information such as camera position in world space , and the distance from one point in space to another , and then using that information to drive bump map intensity 这个相对于距离凹凸的着色网络是一个好例子,通过在世界坐标里访问如摄像机位置的信息,和在空间里从一个点到另一个点的距离,它是如此容易地加一个微妙地和现实的着色效果到你的渲染中,并用这个信息去驱动凹凸贴图的强度。 |