vertex

vertex

1. A(G), D(G) denotes the adjacency matrix and the diagonal matrix of vertex degrees of G, respectively.

A(G),D(G)分别表示G的邻接矩阵和度对角矩阵.

2. Vertex a is the initial vertex and b is the terminal vertex.

a顶点是始端顶点,而b是末端顶点。

3. Vertex a is the initial vertex and b is the terminal vertext.

a顶点是始端顶点,而b是末端顶点。

4. Direct3D uses the vertex normals for Gourand shading,lighting,and texturing effects.

Direct3D使用顶点法向量来实现Gourand渲染,光照和纹理效果。

5. The indegree of a vertex V in D is the number of arcs with head.

V.D中顶点V的入度是指以V为头的弧的数目。

6. Gets or sets a collection that contains the vertex points of the Polyline. This is a dependency property.

[本主题是预发布的文档,在将来发布的版本中可能会有更改。空白主题是为将来预留的。

7. Structure that contains the vertex normal data.

一个包含顶点法线数据的。

8. Array that contains one integer per vertex of the mesh that contains point representative data.

一个数组,对于包含点表示形式数据的网格的每个顶点,该数组都包含一个相应的整数。

9. A star is defined as the set of edges incident to a vertex.

一个星形定义为关联于某个顶点的边的集合。

10. Three things can trigger, coincide or activate the vertex: transits, people and places.

三件事情可以激活宿命点,行运行星,人与位置。

11. Uploading textures to the device consumes bandwidth and causes a bandwidth competition with vertex data.

上传纹理到设备上会消耗带宽并引起和顶点数据的带宽冲突。

12. It further ascends to the vertex and winds along the forehead to the columella of the nose.

上巅,循额,至鼻柱,经素髎,水沟,会于足阳明,至兑端,入龈交。

13. Next we shall learn, how to write and compile a vertex shader program.

下一步,我将学习如何编写与编译一个顶点着色程序。

14. The following flags control vertex processing behavior for the hardware abstraction layer( HAL) and reference devices.

下面的标识为硬件抽象层和引用设备控制顶点处理的行为。

15. When working with vertex buffers, you are allowed to make multiple lock calls.

不过大部分情况都不用嵌套。因为两个缓冲在加载时通常都没有直接的联系。

16. Object to associate with the vertex buffer.

与顶点缓冲区关联的。

17. A line that joins a vertex of a triangle to the midpoint of the opposite side.

中线从三角形顶点到对边中点的直线

18. Retrieves or sets the fog density for pixel or vertex fog used in exponential fog modes.

为指数雾化模式中使用的像素或顶点雾化检索或设置雾化密度。

19. One texture coordinate set for this vertex.

为此顶点设置了一个纹理坐标。

20. 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。

21. Minimum Weight Vertex Covering Set and Maximum Weight Vertex Independent Set in a Bipartite Graph.

二分图的最小点权覆盖集与最大点权独立集。

22. There are two problems in 2D shape blending: vertex correspondence and vertex interpolation path.

二维形体渐变的研究包含两个问题:顶点对应问题和顶点插值路径问题。

23. The life is a parabola,it will decline when it reached the vertex.

人生就是一条抛物线,当它到达顶点时,衰落的时刻也就随之到来了!!!看人生,与世无争!!!

24. At the vertex, clear ANEPs composed of two waves, wave P 1 and P 0, were recorded in all experimental animals.

从家兔头顶均记录出了含P0 和P1 两种成份的清晰的面神经诱发电位。

25. The input layout from step 1. As said before, this describes how the IA will interpret the data in the vertex buffer.

从步骤1中创建的输入层次。前面说过,这描述了IA如何读取顶点缓存中的数据。

26. We can see from here the monument on the vertex of the hill.

从这里我们可以看到山顶上的纪念碑。

27. You have instructions (damn good ones) to perform all the TnL vertex operations.

你可以使用指令完成所有的变换与光照处理。

28. To draw(one figure) within another figure so that every vertex of the enclosed figure touches the outer figure.

使内切画(一图形)于另一图形内使内侧图形的每一顶点都与外侧图形相接

29. Using multiple vertex buffers in round-robin fashion can help with concurrency.

使用多顶点缓存轮流操作能够促进并行性。

30. Use the diffuse vertex color.

使用漫射顶点颜色。

31. Vowel finals are the vertex vowel in the vowel triangle and the variety bf formants tracks are summarized.

元音韵母选用元音三角形的3个顶点的元音,总结了轨迹变化的规律。

32. The algebraic sum of the through variables associated with the edges incident to any vertex is zero.

关联于任一顶点的各边所附带的流通变量的代数和为零。

33. The only difference is that, the vertex positions are stored only for key-frames.

其主要区别是,它的顶点位置仅用来存储关键帧。

34. There is a very powerful and useful variant of the resize handle: a vertex handle.

其实,还有一种功能强大的调整大小操作点变体,即顶点控制柄。

35. A vertex with zero outdegree is called a sink .

出度为零的顶点称作收点。

36. What's a good usage pattern for vertex buffers if I'm generating dynamic data?

创建动态数据时,应该按怎么样的模式操作?

37. Helper method used when creating the sprite vertex buffer.

创建怪物顶点缓冲的辅助函数。

38. You can create your vertex shader in two ways (that I know).

创建顶点着色程序你可有两种方法。

39. We introduce the concept of stable vertex subsets of tress and give a recursive method for recognizing them.

即判定无向树中一个点子集的稳定性问题,本文引入了树的稳定子集的概念并给出了稳定性问题。

40. I begun modelling the nose, place every vertex one by one in the right place, cut some polygons, edges, extrude, etc.

又比如我在建鼻子部分时,就是得在右视图中一个顶点一个顶点去调整的,当然还是得通过切面,挤边等基本的技巧。

41. The reflection vector is computed from the input vertex position and normal vector.

反射向量是从输入顶点位置和法线向量计算出来的。

42. Another advantage of the pixel shader is that it has access to textures, whereas the vertex shader does not.

另一个优势是在像素着色器,它已获得的纹理,顶点着色器,而没有。

43. To prevent the system from copying vertex data not affected by the vertex operation into the destination buffer.

可以阻止系统将不受顶点操作影响的顶点数据复制到目标缓冲区中。

44. Each vertex in average distance of each radian located in circumference.

各顶点相互以平均的弧度距离坐落在圆周上。

45. At the same time convert the angle of the polygon at that vertex into a straight angle.

同时把该顶点处多角形的角转换成平角。

46. Shift Hold Shift and drag a overlay vertex to snap it to another vertex.

同时拖动覆盖贴图顶点吸附至另一个顶点。

47. Also, try to minimize changes of vertex or index buffer.

同样也要尽量减少顶点缓存或者索引缓存的切换。

48. Also we can made the edge sharp by duplicating the vertex normal vectors at any intersection of faces.

同样我们也可以通过加倍顶点法向量来锐化边界。

49. Enables or disables automatic normalization of vertex normals.

启用或禁用顶点法线的自动规范化。

50. Since this example uses a single vertex buffer, each element is the data stored for a single vertex.

因为这个例子使用一个简单的顶点缓存,每个元素都被存储为一个顶点。

51. In this example, then, the surface forms a virtual image 180mm to the left of the vertex.

因此,在本例中这曲面在顶点左方180mm处形成一虚象。

52. Figure 19-12: These are vertex handles, so named because there is one handle for each vertex of the polygon.

图19-14 图中所示为定点控制柄,之所以如此命名,是因为多边形的每个定点上都有一个这样的控制柄。

53. Let G=(V,E)be a simple connected graph,and dv be the degree of vertex v.

图G=(V,E)为简单连通图,dv表示顶点v的度。

54. In between each neighboring vertex of a mesh, you typically create edges to connect them.

在多边形上的很个相邻的点之间,通常有边把它们连接在一起。

55. Before we are able to compile a vertex shader, we must write one ... (old wisdom ).

在我们可以编译一个顶点着色程序之前,我们必须要写一个顶点着色器...

56. The procedural model used with vertex shaders enables a more general syntax for specifying common operations.

在程序上的模型中顶点着色允许更多一般语法实现指定通用操作。

57. Retrieves the software vertex pipeline capabilities when the device is used in software vertex processing mode.

在软件顶点处理模式下使用设备时

58. Before linking object to vertex we have to align pivot point of object to pivot of vertex.

在进行连接之前,必须使用原点对齐工具对齐点和物体。

59. The Construction Toolbox combines tools formerly in the Edge and Vertex toolboxes.

备注:构造工具面板。这个工具我一直不了解,不知道用来做什么。

60. Of or relating to the vertex of the head.

头颅顶的属于头顶的或与其相关的

61. Video card or driver doesn't support vertex stream offsets.

好象是说显卡或驱动不支持..........

62. A graph is regular if every vertex has the same degree.

如果一个图的每个顶点都具有相同的度数,则称它是正则图。

63. An articulation point is a vertex of a connected graph which can be split to yield an unconnected graph.

如果一个连通图的一个顶点能被分割,从而使这图成为一个不连通图,则这个顶点称为断点。

64. Each move of Alice or Bob colors an uncolored vertex with a legal color.

如果图G的所有顶点都被合法染色,则Alice赢;

65. Two graphs are isomorphic if there is a correspondence between their vertex sets that preserves adjacency .

如果在两个图之间存在一个保持邻接性的1-1对应,则这两个图是同构的。

66. If the last vertex is identical to the first vertex, it is a closed form and the polyline forms a polygon.

如果最后的顶点与最初的顶点重合,它就是闭合的,也就形成了一个多边形。

67. If you are creating an object that is flat,set the vertex normals to point perpendicular to the surface.

如果物体的表面是平的,那么每个顶点的法向量都垂直于表面。

68. Structure that represents the ny component of the vertex normal.

字段是表示顶点法线的ny分量的。

69. That contains the vertex data associated with the mesh.

它包含与网格相关联的顶点数据。

70. This is a slight improvement over the vertex based animation.

它相对于基于顶点的动画技术而言是一个提高。

71. Defines various custom fixed-format vertex types.

定义各种自定义固定格式的顶点类型。

72. To define the first triangle, we therefore provide vertex indices 0, 1 and 4.

定义第一个三角形,然后设置顶点索引0,1,4。

73. Fixed-point vertex buffers are used in the same way that floating-point vertex buffers are used.

定点顶点缓冲区和浮点顶点缓冲区的使用方式相同。

74. How significant is the vertex astrologically?

宿命点有意义吗?

75. The first vertex of a triangle for flat shading mode is defined in the following manner.

对于平面阴影模式,三角形的第一个顶点是按下面的方式定义的。

76. Set this state to the zero-based index of the coordinate set for each vertex that this texture stage uses.

对于此纹理贴图层使用的每个顶点,将此状态设置为坐标集的从零开始的索引。

77. Treats each vertex as a single point. Vertex n defines point n. N points are drawn.

将每个顶点视为单个的点。顶点n被定义为点n。将画出N个点。

78. Binds a vertex buffer to a device data stream.

将顶点缓冲区绑定到设备数据流。

79. Points on the vertex of infants should not be needled when the fontanel is not closed.

小儿囟门未闭合时,头顶部腧穴一般不宜针刺。

80. A flexible format description is a code that describes the layout of data in a vertex buffer.

弹性格式说明是描述数据在顶点缓冲区中的布局的代码。

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