| 1. | Gdi uses three coordinate spaces : world , page , and device Gdi +使用三个坐标空间:世界、页面和设备。 |
| 2. | Are in the world coordinate space )位于世界坐标空间内。 |
| 3. | 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。 |
| 4. | The coordinates of the endpoints of your line in the three coordinate spaces are as follows 下表显示了三种坐标空间中线条终点的坐标: |
| 5. | The graphics engine maintains the coordinates of geometric shapes in a path in world coordinate space 图形引擎在世界坐标空间中维护路径内的几何形状的坐标。 |
| 6. | Note that the page coordinate space has its origin at the upper - left corner of the client area ; this will always be the case 请注意,页面坐标空间的原点在工作区的左上角,情况将总是如此。 |
| 7. | Transforms an array of points from one coordinate space to another using the current world and page transformations of this 的当前世界变换和页变换,将点数组从一个坐标空间转换到另一个坐标空间。 |
| 8. | 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。 |
| 9. | Note that because the origin of the world coordinate space is at the upper - left corner of the client area , the page coordinates are the same as the world coordinates 请注意,由于世界坐标空间的原点在工作区的左上角,因此页面坐标与世界坐标相同。 |
| 10. | 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。 |