| 1. | Structure that contains the vertex position 一个包含顶点位置的 |
| 2. | 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。 |
| 3. | 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。 |
| 4. | The intermediate vertex positions are computed dynamically using interpolation schemes such as linear , hermite curve , etc 中间的顶点位置使用插值方法动态计算决定。 |
| 5. | Uses the vertex position , transformed to camera space , as the input texture coordinates for the current stage s texture transformation 将转换为镜头空间的顶点位置用作当前阶段纹理转换的输入纹理坐标。 |
| 6. | This eliminates the need to store vertex positions for all the vertices for every frame of the animation , as in the vertex based animation 它不是每帧动画都需要存储顶点的位置,因为动画是基于顶点的。 |
| 7. | Vertex positions ( may include normals also ) for all the vertices in the mesh for all the animation frames are stored in memory 动画帧所有网格顶点包含着顶点的位置(也可能包括法线) ,其全部储存在内存中。 |