Trying to learn how to translate from the human translation examples.
From professional translators, enterprises, web pages and freely available translation repositories.
are you loading all the shaders correctly?
are you loading all the shaders correctly?
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
to complete the effect, the compilation of the shaders:
um den effekt zu vollenden, die kompilierung der shader:
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
extract and organize data from the buffers with the shaders and pass it into the gpu.
extrahieren und organisieren sie mit den shadern daten aus den puffern und geben sie diese in die gpu weiter.
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
light is created by adjusting color in the shaders according to the normal vertex.
licht wird erzeugt, indem die farbe in den shadern entsprechend dem normalen scheitelpunkt angepasst wird.
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
the “draw” method (activates the shaders and draws pixels to the canvas)
"draw"-methode (aktiviert die shader und zeichnet pixel auf das canvas-element)
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
Warning: Contains invisible HTML formatting
the shader should run!
der shader sollte aktiv sein.
Last Update: 2011-10-23
Usage Frequency: 1
Quality:
possibility to scale the textures which are used in the shaders (set_shader_texturescale)
möglichkeit die für die shader verwendeten texturen zu skalieren (set_shader_texturescale)
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
thanks for the info, when i get the shaders, scripting, etc... done i'll work on detailing the place.
thanks for the info, when i get the shaders, scripting, etc... done i'll work on detailing the place.
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
fill the buffers up with data (vertex position, color, textures…) to pass to the context through the shaders.
füllen sie die puffer mit daten wie position des scheitelpunkts, farbe oder texturen, um die inhalte durch die shader weiterzugeben.
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
the shaders can be used to render 3d objects (solids, solid faces and greps) in combination with the standard opengl rendering.
die shader können in kombination mit dem standard opengl rendering verwendet werden um, 3d objekte (solids und greps) darzustellen
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
instance variables are the variables used as parameters to the shader.
sind die objekte undurchsichtig, sind diese merkmale nutzlos.
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
"we've overhauled our graphics engine to get the most out of the console by updating all of the shaders responsible for rendering the environment, vehicle, and characters.
"we've overhauled our graphics engine to get the most out of the console by updating all of the shaders responsible for rendering the environment, vehicle, and characters.
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
Warning: Contains invisible HTML formatting
"hardware detection" shows you the shader versions available on your system.
unter "hardware detection" werden die shader-versionen, die mit dem aktuellen system kompatibel sind, angezeigt.
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
Warning: Contains invisible HTML formatting
now we can implement the shader. as so often, it looks much simpler in the shader:
nun können wir die shader implementieren. wie so oft schaut es im shader um einiges einfach aus:
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
>> download the shader demo as a zip-archive (8.5 mb)
>> download der shader-demo als zip-datei (8.5 mb)
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
Warning: Contains invisible HTML formatting
6.- # this rib file demonstrates some more complex procedural textures. 7.- # two spheres show the use of "stucco" and "dented" displacement shaders. 8.- # the floor shows the gmarbtile_polish shader, which is polised green 9.- # marble tiles. note that the reflection is accomplished by the shader 10.- # actually calling the trace() function, rather than reflection mapping. 11.- # 12.- ########################### 13.- 14.- option "searchpath" "shader" [".:../shaders:&"] 15.- display "balls2.tif" "file" "rgb" 16.- format 400 300 -1 17.- pixelsamples 1 1 18.- 19.- declare "prmanspecular" "integer" 20.- option "render" "prmanspecular" [0] 21.- projection "perspective" "fov" 35 22.- translate 0 -0.55 8 23.- rotate -110 1 0 0 24.- 25.- 26.- worldbegin 27.- 28.- lightsource "ambientlight" 1 "intensity" 0.02 29.- 30.- declare "shadows" "string" 31.- attribute "light" "shadows" "on" 32.- lightsource "distantlight" 1 "from" [0 1.5 4] "to" [0 0 0] "intensity" 0.6 33.- 34.- attributebegin 35.- declare "txtscale" "float" 36.- declare "kr" "float" 37.- declare "darkcolor" "color"
1.- ##renderman rib-structure 1.0 2.- version 3.03 3.- 4.- ########################################################################### 5.- # 6.- # diese rib datei zeigt einige komplexe prozedurale texturen. 7.- # zwei kugeln zeigen, wie "stucco" und "dented" displacement shaders benutzt werden. 8.- # der boden zeigt den gmarbtile_polish shader, polierte grüne marmorkacheln. 9.- # der shader erzielt die reflektionen durch aufruf der 10.- # funktion trace() function, statt reflection mapping zu benutzen.
Last Update: 2018-02-13
Usage Frequency: 1
Quality:
Warning: Contains invisible HTML formatting