vertex
['və:teks]
n. 顶点, 最高点, 头顶
例句与用法:
The perpendicular distance from the base of a geometric figure to the opposite vertex, parallel side, or parallel surface.
顶垂线,高线从一个几何形体的底边到相对的顶点、平行边或平行面的垂直距离
Situated at the vertex or highest point; directly overhead.
顶点的在顶点或者最高点的; 头的正上方的
词形变化:
名词复数: vertexes |
n.
顶点; 头顶; 天顶
vertex['və:teks]n.1.■顶点,绝顶,最高点2.■【解剖学、动物学】头顶,颅顶3.■【数学】顶,顶点4.■【物理学】镜顶5.■【天文学】天顶变形n.vertexesvertices
vertexvertex[ˈvə:teks]n.(pl. vertexes, -tices [ˈvə:tisi:z])1.■顶点; 最高点; 角点2.■【解】颅顶3.■【天】天顶4.■【数】顶(点)5.■奔赴点6.■台风转向点
继承用法vertexaladj.
[ˈvəːtɛks]
(pl. vertices -tɪsiːz 或 vertexes)
- the highest point; the top or apex
最高点;顶点
■(Anatomy)the crown of the head
(剖)颅顶,头顶;头冠 - (Geometry)each angular point of a polygon, polyhedron, or other figure
(几何)(多边形、多面体或其他图形的角的)顶点
■a meeting point of two lines that form an angle
(两线相交成角时的)相交点
■the point at which an axis meets a curve or surface
(轴与曲线或平面相交时的)点
- late Middle English: from Latin, whirlpool, crown of a head, vertex', from vertere 'to turn'
vertex
名词 vertex:
the point of intersection of lines or the point opposite the base of a figure
the highest point (of something)
vertex
■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.
■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。
■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。
■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。
■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。
■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。
■Structure that contains the vertex normal data.
一个包含顶点法线数据的。
■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。
■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。
■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。
■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。
■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。
■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。
■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。
■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。
■Object to associate with the vertex buffer.
与顶点缓冲区关联的。
■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
■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。
■One texture coordinate set for this vertex.
为此顶点设置了一个纹理坐标。
■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。
■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。
■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。
■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!!!
■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。
■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。
■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。
■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。
■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
■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。
■Use the diffuse vertex color.
使用漫射顶点颜色。
■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。
■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。
■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。
■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。
■A vertex with zero outdegree is called a sink .
出度为零的顶点称作收点。
■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?
■Helper method used when creating the sprite vertex buffer.
创建怪物顶点缓冲的辅助函数。
■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。
■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。
■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。
■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。
■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。
■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。
■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。
■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。
■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。
■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。
■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。
■Enables or disables automatic normalization of vertex normals.
启用或禁用顶点法线的自动规范化。
■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。