viewport

viewport

1. - I'm sure you have noticed in your program that when you run in dual Viewport mode, the Ogre debug Overlay shows up on both sides.

+ 我肯定你已经注意到,你在双视口模式下运行程序时,两边都显示有Ogre debug Overlay。

2. Whether the viewport of the result view should follow the last link checked.

13显示结果时是否跟随上一次检查的连结。

3. Create a teapot with a radius of 40 in the Perspective viewport. Right-click, choose Properties, and de-select “Renderable”. Press CTRL+C to create a camera in the viewport.

1在透视图中创建一个半径40的茶壶。右击,选择属性,关闭“可渲染”项。按CTRL+C在视窗中创建一个摄像机。

4. 3.6. In the top viewport, create a Target Direct light that lights the cloud tunnel from the side .

6在顶视图中,创建一个目标平行灯,从侧面照亮云层隧道。)

5. We can then use this Viewport object to set the background color of the scene we are rendering.

之后我们就可能使用这个视口对象设置我们要进行渲染的场景的背景色。

6. 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。)

7. Coordinates that are inside of the guard-band clipping region but outside of the viewport rectangle are automatically clipped.

位于保护带剪辑区域内、但在视区矩形之外的坐标会被自动剪切。

8. Choose what you want to see in each viewport by clicking in the icon and configure the desire window in the menu.

你只需要点击这个图标你就能看到自己想看到的窗口,还能对它进行配置。

9. You should see the double particles in the Top viewport like this.

你将在顶视图中看到两层粒子。

10. Use Active viewport

使用活动视图;使用活动视口

11. Compute screen coordinates using viewport settings.

使用视区设置计算屏幕坐标。

12. Use viewport

使用视图

13. For example, you can set a custom viewport as well as specify parameters for backface culling, polygon mode, polygon offset, and more.

例如,您可以设置自定义视图以及指定参数背面扑杀,多边形模式,多边形抵消等等。

14. 1.In the viewport select the biped parts to which you want to add list controllers.

先在视埠选择骨架中你要加入列表控制的部分。

15. A ScrollBar does not appear even when the viewport cannot display all of the content.

即使当视区无法显示所有内容时,ScrollBar也不会出现。

16. All the other niceties you'd expect from a modern content editing tool: Multi-level undo/redo, drag-and-drop, copy-and-paste, customizable key and color configuration, viewport management.

另外我们在设计编辑器的时候还充分地考虑了游戏开发人员的操作要求,提供了:多次的撤消/重做,拖拽/丢弃,复制/粘贴,自定义快捷键,色彩设置及视图管理等等。

17. The Sky background is visible within the viewport.

可以在视图内看到天空背景。

18. At the viewport, Jean folded her arms. "We were hoping you might be able to tell us, Scott."

吉音环抱着双手站在窗边。“我们希望你能够告诉我们答案,斯科特。”

19. Jean turned to the viewport and thought of the phoenix once more, the transubstantiation of an entire race.

吉音转向窗口,又想起了整个因维人族群变作的凤凰。

20. Shape viewport

图形视图

21. In the Top viewport, select the handle and the button. Mirror the surfaces, using Object Snap 'Mid.

在俯视图中,选择手柄及按钮,选择目标捕捉中点,对面进行镜像。

22. In the Top viewport, select the handle and the button. Mirror the surfaces, using Object Snap ‘Mid.

在俯视图中,选择手柄及按钮,选择目标捕捉中点,对面进行镜像。

23. In the Top viewport, find the curves selected below and loft them together using the default options.

在俯视图,找到下图中所选曲线,用默认设置一起放样。

24. 8.Extrude edges in front viewport, move and scale edges so they match the image.

在前视图中挤压边,然后移动缩放他们直达和图像匹配。)

25. Drag over all the objects that make up the cannon object in the Front viewport and drag the Time Slider to frame 10 again.

在前视图拖动曳所有对象补足火炮对象的动画,并再次拖动时间滑块框10帧。

26. Working in the Left Viewport, click-and-drag a selection bounding box around the cone of the rocket to select its faces.

在左视图中操作,在火箭圆锥的周围单击并拖曳出一个选择界限框来选择它的表面。

27. Toggle the viewport projection between parallel and perspective

在平行与透视视点间切换

28. Open a render tree in a viewport or press 7 to open one in a floating window.

在某个视口中打开渲染树或者按数字7在一个浮动窗口打开。

29. In a viewport, press Q and drag over the area of the particles you want to preview.

在视图中,按住Q键并拖拽出一个预览区域。

30. Create a Target Direct light in the top viewport, so it lights the teapot from behind, and place the target in the center of the teapot.

在顶视图中创建一个目标平行光,这样它从后方照亮了茶壶,将它的目标点放到茶壶的中心。

31. Go to Top Viewport, select all the lights except the Target. (Ungroup all the lights first) The easier way is ungroup all the lights >CTRL + A> hold ALT + select all the Targets.

在顶视图中,选择所有的灯光(不要选择目标点),记得要先解散群组。一个快速的选择方法是:先解散群组,然后Ctrl+a全选,按住Alt键框选目标点从而将它们剔除。

32. Inquiry into Collaborative Model of Economic Development between Yunnan and India, from the Viewport of Interlocal Politics

地缘政治视角下云南与印度区域经济合作模式初探

33. The first thing we are going to do after we call setWorldGeometry is set the viewport's background color.

场景管理器不是单例,您想创建多少就创建多少。

34. She had risen from her chair to gaze out the viewport, mesmerized by the scintillating dance of Earth's orbiting debris.

她从椅子上站起来,出神的看着地球轨道上漂浮的那些残骸。

35. rotate your viewport so you can the verts at the front and the back as one dot. Select them and make sure you dont have checked ignore backfacing option.

如果你觉得我的帖子不错,请点击我的帖子最右边角落的绿色加号按钮支持我!

36. The window, along with the device-context viewport, defines how GDI maps points in the logical coordinate system to points in the device coordinate system.

它和设备上下文窗口一起说明了GDI如何将逻辑坐标中的点映射到实际设备坐标中。换言之,它们说明了GDI如何将逻辑坐标转换为设备坐标。

37. Scissor test optimisation Ogre uses a scissor rectangle to limit the effect of point / spot lights when their range does not cover the entire viewport;

对于模板阴影来说,这是一种在较低等级硬件上可以实现自投影的简单技术,并且可以让你所产生的几何体在可控制的范围内。

38. Causes the text control to scroll vertically until the text range is visible in the viewport.

导致文本控件垂直滚动,直到文本范围在视区中可见。

39. Convert screen coordinates, in pixels, to normalized coordinates, with an origin at the center of the viewport and values on each axis ranging from -1.0 To 1.

将像素屏幕坐标转换成原点放在视窗中心规范坐标,每个轴值设置为由-1.0到1。

40. This command sets the viewport projection to parallel.

将活动视图的构造平面设置成平面图视图。

41. Scrolls the view of the editing control to the beginning of the viewport.

将编辑控件的视图滚动到视区的开头。

42. Clears the viewport or a set of rectangles in the viewport to a specified RGBA color, clears the depth buffer, and erases the stencil buffer.

将视区或视区中的一组矩形清除为指定的RGBA颜色,清除深度缓冲区并清除模具缓冲区。

43. Pan viewport

平移视图

44. It meant I had to first prepare everything in the viewport and at a certain point decide that the camera angle and general lighting setup are final.

我不得不首先在视窗中准备好一切,确定摄影机的角度以及最终的灯光设置。

45. We will place the front car view in the front viewport, we will use car height as reference to place the bitmap.

我们将从汽车前面观看,设为前视图,我们将使用汽车的高度作为参考,布置位图。

46. We are not modeling just from a viewport, don't forget to check the model from all viewports.

我们并不是仅仅从一个视窗里建模,别忘了从其他视图检查模型。)

47. I thought that it was very advanced not only with the realistic hair expression but also for the fact that the form I see in the viewport and the final rendered image was very similar.

我认为它非常被推进了不仅以现实头发表示,而且为形式我在视口看,并且最后的被回报的图像是非常相似的事实。

48. projection viewport

投影视口

49. Click and drag MMB on the Viewport's area: If you start in the middle of the window and move up and down or left and right, the view is rotated around the middle of the window.

按下MMB并拖动鼠标来改变视口区域:如果最初在窗口的正中,并上下左右移动,视口就会绕窗口正中旋转。

50. Capture a viewport to the clipboard

捕捉当前视图到剪贴板上

51. Next we need to create a Camera and a Viewport to look at the scene we have created.

接下来我们还要创建一个摄像机和一个视口,以便察看我们创建的场景。

52. Play the animation in the camera viewport, and it should look something like a tunnel effect from an Amiga demo, but without the plasma!

播放动画,在摄影机视图中你应该看到一个类似隧道的效果。

53. Change to Shape viewport

改变到二维视图

54. Change to Back viewport

改变到后视图

55. Change to Bottom viewport

改变到底视图

56. Change to Camera viewport

改变到摄像机视图

57. Zoom Selected Viewport Object

放缩显示视图选择的物体

58. Graphics Processing Unit (GPU) Acceleration: Optimized to take advantage of graphics card GPUs for preview rendering in the main Viewport.

是专业摄影师、多媒体艺术家和摄影爱好者的必备利器。

59. Maximize Viewport Toggle

最大化视图开关

60. As we stated in Section 5.2.7.4, by combining attributes you can also delay playback until the user passes the mouse over its viewport.

正如我们在上一小节中描述的那样,通过组合属性也可以延迟播放时间,直到用户把鼠标移到其窗口上方时才开始播放。

61. NOTE: Refer to the next chapter on Viewport Properties to learn more about the benefits ofusing Orthographic views.

注意: 参照下一章的视图属性,了解更多关于使用正投影视图的好处。

62. The browser sets aside a video viewport in the HTML display window and plays the movie, with audio if it's included in the clip and if your computer is able to play audio.

浏览器在HTML显示窗口中留出一个视频播放的窗口来播放电影,如果这段电影有声音,而且你的计算机能够播放声音,那么在播放视频的同时也会播放声音。

63. floating viewport

浮动视口

64. Structural Static Performance of Pressure Control Cabin Model with a Big Viewport

深潜器大开口球形耐压操纵舱结构模型的力学性能

65. Make the next viewport active

激活下一个视图

66. Then select and move the sphere upward in the Front viewport until it sits on top of the center hub object.

然后在前视图中选择并向上移动球直到它位于中心枢纽对象的顶部。

67. Then zoom out of the Top viewport so you can see the entire cannon and the distant horizon.

然后缩小的顶视图,你可以看到整个大炮和遥远的地平线。

68. Camera views can be selected from the Viewport Menu button located in the upper left corner of the Viewport.

照相机视界可以从视图左上角的按钮菜单中选择。

69. physical viewport

物理视口

70. Now create a sphere on your viewport and right click on it, select properties and deselect renderable.

现在在视窗中创建一个球体并右击它,选择属性然后关闭可渲染属性。

71. Now that we have the camera, we must map 3D space to a 'viewport' which handles the translation of coordinates from 3D space to the 2D screen.

现在我们已经有了照相机,但是还要将3D空间影射到把三维空间坐标系转换到二维屏幕坐标系的“视口”上。

72. In the Path Parameters rollout, click Add Path and click the spline in a viewport.

现在摄像机在整个动画长度上沿着路径移动。

73. The viewport now shows the cannon with a background sky and a ground plane, as shown in Figure QS.5.

现在的视图显示了以天空为背景的地平面上的火炮,如图QS.5。

74. You can select point clouds in a viewport by clicking any particle within that point cloud bounding box, or you can select the point cloud's name in the explorer.

用户可以在视窗中通过点击点云边界盒中的任何一个粒子来选择点云。或者在浏览器栏中选择点云的名字。

75. You can set the color of the particles for display in the viewport.

用户可以设置粒子在视口的显示颜色,这个颜色在渲染粒子时候不起作用。

76. The Viewport does not provide scrolling, so child Panels within the Viewport should provide for scrolling if needed using the autoScroll config.

界面本省并不提供卷动效果,如果需要该效果,可以在它的子面板内提供该效果。

77. Modifies the viewport origin relative to the coordinates of the current viewport origin.

相对于当前视区起点坐标修改视区起点。

78. Graph Transformation from Window to Viewport

窗口到视口的直观匹配变换

79. Chapter 4 exhibits Sushi"s nature and bluntness Taoist "unartificial arts"artistic skill from the viewport of skill.

第四章从其技巧论展现了苏轼自然率真的道教“无艺之艺”的艺术技巧;

80. Structure that represents the returned viewport parameters or specifies the viewport parameters to set.

结构,它表示返回的视区参数或者指定要设置的视区参数。

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