vertices

vertices

1. 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。

2. 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。

3. The condensation of D is a directed graph with m vertices.

D的凝聚图是指一个有m个顶点的有向图。

4. Let K_(1,4)+ e be a graph obtained by adding an edge to K_(1,4) which has 5 vertices and 5 edges.

K_(1,4)+e表示K_(1,4)添加一条边后构成的具有5个顶点5条边的简单图.

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. Structure that contains the vertex normal data.

一个包含顶点法线数据的。

7. One quadrilateral is defined for each pair of vertices presented after the first pair.

一个四边形是由这一对顶点和前面一对顶点构成的。

8. 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。

9. One obvious way is to relock the vertices and change their positions.

一个显而易见的方法是重新锁定顶点,然后改变它们的位置。

10. A configuration is a connected cluster of vertices of a plane graph together with the degrees of the vertices.

一个构形是面图的一连串连通的顶点与这些顶点的度。

11. A circ is an undirected graph having only vertices of even nonzero degree.

一广义圈是一无向图,其顶点次数都是非零偶数。

12. Once finished, we continued making the body extruding faces and modifying the vertices.

一旦结束,我们继续开始通过挤压面和修改点来制作身体。

13. An edge always connects two vertices with a straight line.

一条边总是两点间的直接连接。

14. In general, the operation of insertion of removal of vertices of degree 2 does not affect the planarity of a graph.

一般地,插入或移去2次顶点运算,并不影响一个图的平面性。

15. 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。

16. Subdivide Multi Fractal - As above, but new vertices are randomly displaced within a user-defined range.

不规则多次细分-与上一样,但它是在用户定制的范围内随机置换细分。

17. 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。

18. Object to associate with the vertex buffer.

与顶点缓冲区关联的。

19. 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

20. In order to apply a lightmap (see Figure 4) we need to add texture coordinates to the vertices.

为了应用光照图(图4),我们需要将其纹理坐标赋予顶点。

21. One texture coordinate set for this vertex.

为此顶点设置了一个纹理坐标。

22. 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!!!

23. Select the vertices on front viewport then move slightly to the right.

从前视图中选择顶点,然后向右轻微的移动。)

24. We start off with an integer variable called ver. Ver will hold the number of vertices used to build the object.

从名为ver的integer型变量开始,我们用它来记录要构造此物体的顶点的数目。

25. Method for loading the image file from disk; it creates the vertices used to draw the image on the screen.

从磁盘中读取图象文件;它的创建常用于在屏幕上绘制顶点集。

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. Vertices are read from the vertex data stream and are sequentially processed by the shader function.

从顶点数据流中读出顶点后,就由着色器函数来对其进行处理。

28. These vertices, however, may not be distinct, as in the case where the endpoints may coincide.

但这两个顶点不一定是不相同的,譬如在两个端点重合时的情况。

29. 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

30. 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。

31. Use the diffuse vertex color.

使用漫射顶点颜色。

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. Polyhedra with seven vertices are rare.

具有七个顶点的多面体是稀少的。

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

出度为零的顶点称作收点。

35. Create a new Vertex Group, and set Weight to 0 . Select all vertices, and press Assign .

创建一个新的顶点组,和设置权重到0.选择所有的顶点,点击分配。

36. Create a new Vertex Group, and set {{Literal|Weight}} to {{KEY|0}}. Select all vertices, and press {{KEY|Assign}}.

创建一个新的顶点组,和设置权重到0.选择所有的顶点,点击分配。*创建一个新的顶点组,和设置权重到0.选择所有的顶点,点击分配。

37. 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?

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

创建怪物顶点缓冲的辅助函数。

39. Create surfaces. We use early created arrays as a set of vertices.

创建表面。我们用之前建立好的数组作为顶点的设置。

40. 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。

41. Select Swap - All selected vertices become unselected and vice-versa.

反向选择-取消当然选择的点并选择未选择的点。

42. These shortest paths can be easily determined by keeping track of the predecessors of vertices in the tree.

只要在树中沿着先行顶点的轨迹引伸,这些最短路径还是容易确定的。

43. 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。

44. Merge - Merges selected vertices into a single one, at the barycenter position or at the cursor position.

合并-合并选择的顶点为一个单点,这个合并的点在重心位置或光标位置。

45. 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。

46. 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。

47. Alice wins the game if all vertices of the graph are legally colored, otherwise Bob wins.

否则,Bob赢。

48. Enables or disables automatic normalization of vertex normals.

启用或禁用顶点法线的自动规范化。

49. 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。

50. A closed path in a graph that does not pass through any vertex more than once and passes through at least three vertices.

图中经过三个以上顶点且经过每个顶点仅一次的一条封闭路径。

51. Adjoin two new vertices X and Y to N .

在n中添加两个新顶点X和Y。

52. Up to isomorphism, there is just one complete graph on vertices.

在同构意义下,几个顶点的完全图只有一个。

53. The control points of the rational spline to be constructed were computed simply by the vertices of the given polygon.

在算法中,所有的有理样条曲线的控制点可以通过对多边形的顶点简单计算产生。

54. In the softbody world vertices of meshes, lattices, curves .. are treated as particles having a mass.

在网格的柔体世界顶点中,格子、曲线...被当做一个有质量的粒子处理。

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

头颅顶的属于头顶的或与其相关的

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

好象是说显卡或驱动不支持..........

57. If two edges of a graph are incident to the same pair of vertices, then these two edges are called parallel edges.

如果一个图的两条边关联于同一对顶点,则这两条边称为平行边。

58. 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。

59. 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。

60. 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;

61. If it is a triangle list, each primitive has three vertices.

如果基元类型是三角形列表,则每个基元有三个顶点。

62. If it is a line list, each primitive has two vertices.

如果基元类型是线列表,则每个基元有两个顶点。

63. If the edges are ordered pairs of vertices then we get the notions of a directed graph and directed multigraph.

如果边都是顶点的有序对,则得到有向图和有向重图的概念。

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

字段是表示顶点法线的ny分量的。

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

它包含与网格相关联的顶点数据。

66. That describes the content of the vertices associated with the mesh.

它描述与网格相关联的顶点的内容。

67. 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。

68. Defines various custom fixed-format vertex types.

定义各种自定义固定格式的顶点类型。

69. 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。

70. How significant is the vertex astrologically?

宿命点有意义吗?

71. The pairing of odd degree's vertices can be applied to solving the Chinese Postman Problem.

对于中国邮递员问题,可以利用奇度数结点的配对来进行求解。

72. Joining two nonadjacent vertices of a polygon.

对角线的连接多边形任意两个不相邻顶点的直线的

73. Object that identifies the type of resources used for processing vertices.

对象,它标识用于处理顶点的资源的类型。

74. Joining two vertices of a polyhedron not in the same face.

对顶的连接多面体任意两个不在同一面上的顶点直线

75. Renders the specified vertices as a sequence of isolated triangles.

将指定顶点呈现为一系列独立的三角形。

76. A line segment that joins the center of a regular polygon with any of its vertices.

将正多边形的中心与它的一任一顶点起的来的线段

77. Renders the vertices as a single polyline.

将顶点呈现为单个折线。

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. The faces are defined in terms of the vertices and normals of the mesh.

平面是根据网格的顶点和法线来定义的。

80. The correct number of vertices is read out of the vertex buffer.

开始,从顶点缓冲区中读取正确数量的顶点。

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