normals
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美[]
- n. [数]法线,[数]法向;平均量,常量(normal 复数形式)
双语例句
- 1. The current normals of the cloth object.
- 当前布料物体的法线列表。
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- 2. How can you tell that these are normals?
- 那我们怎么知道上述几何体有法线?
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- 3. This example does not use Normals at all.
- 这个例子没有使用平均值的。
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- 4. The outcome data were compared with normals.
- 将获取的资料与正常参考值作比较。
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- 5. Methods Normals and patients were detected by EOG.
- 方法用视觉眼电图(EOG)分别检测正常组和患者组。
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- 6. The more positions you have, the more normals you have.
- 你有愈多的位置,就有愈多的法线。
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- 7. Store normals in generic space, e. g. , tangent space.
- 存储非普通空间的法向量,例如,正切空间。
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- 8. With a too low bit value can result in flipped normals.
- 一个过低的位值可以导致翻转的法线。
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- 9. Normals determine whether a given triangle face is lit.
- 法线会判断指定的三角形表面是否会被照亮。
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- 10. Meshes with vertex colors, normals and one or two UV sets.
- 网格模型包含顶点颜色,法线,一到两个uv集。
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- 11. Appearance of a triangle strip. Surface normals? Or windings?
- 一个三角形条带的外观。表面法线?或绕组?
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- 12. It takes in account the mapping coordinates and the normals.
- ——需要在账户映射坐标和法线。
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- 13. If you flip the normals of an object, you can get unexpected results.
- 如果你翻转一个对象的法线,你能够得到意想不到的结果。
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- 14. Figure 7b shows how you can create hard edges by using 24 normals, 4 per side.
- 图7b展示了如何为每边使用4条法线——共24条,从而创建棱角分明的边线。
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- 15. Export the mesh with the skeleton hierarchy, normals, textures and animation.
- 导出带骨架层级的网格,法线,纹理和动画。
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- 16. Normals are assumed to be associated with the front faces of a mesh primitive.
- 法线按假设是与网状结构基本型别的正面相关联。
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- 17. At first we need to get normals for each triangle vertex, but how to achieve this?
- 首先我们需要对每个三角形顶点法线,但如何实现这一目标?
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- 18. I no longer cared what the masses thought; I now came to call them the 'normals'.
- 我不再关心群众所想,我现在来称呼他们的'正常人'。
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- 19. Uses interpolated normals for sphere collisions instead of flat polygonal normals.
- 为球体碰撞器使用内插法线而不是平面多边形法线。
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- 20. A vertex must be split if it has multiple normals, UV coordinates or vertex colors.
- 如果有多个法线,UV坐标或顶点颜色的顶点必须分割。
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- 21. All right, now I have the normals baked out and I can move into baking out the light map!
- 好吧,现在我烤出来的法,我可以进入烘烤出的光地图!
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- 22. The direction of the normals is determined by the direction in which you draw the vertices.
- 方向的法线方向是由在其中绘制的顶点。
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- 23. After you can calculate lighting using the normals, you need to tell M3G what kind of light you want.
- 可使用法线计算光线后,还需要告诉M3 G您需要什么类型的光线。
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- 24. Interpolation to vertex positions and normals is one of important contents in parametric surface modeling.
- 顶点位置和法向插值是参数曲面造型的重要内容。
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- 25. Normals are encoded using Stereographic projection, and depth is 16 bit value packed into two 8 bit channels.
- 法线使用平射投影,深度为16位数值,并被放进两个8位通道中。
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- 26. Result of the base pass is Z buffer filled with scene contents and Render Texture with normals & specular power.
- 基本渲染的结果是被屏幕内容填满的Z缓冲和带有法线和高光强度的渲染纹理。
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- 27. Short of getting a human involved to look at the model, there are ways to check that the normals are pointing outwards.
- 除了让人来分辨这个模型的正误外,还有另外一种方法判断平面的法向量是否朝向外面。
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- 28. Methods The control-studies were made in 32 patients and 28 normals with TAS scale, and statistical treament with t-test.
- 研究方法以TAS量表为检测工具,将32例患者与28例正常人进行对照研究。
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- 29. If normals are not specified, their generation depends on whether the developer has specified triangle indices for the mesh.
- 如果未指定法线,则是否产生法线要视开发人员是否已指定网状结构的三角形索引而定。
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- 30. If normals are not specified, their generation depends on whether the developer has specified triangle indices for the mesh.
- 如果未指定法线,则是否产生法线要视开发人员是否已指定网状结构的三角形索引而定。
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