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Você procurou por: multisampling (Inglês - Russo)

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Inglês

Russo

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Inglês

frameParams = {{8.0, 1.0, 1.0}, {0.5, -0.5, 0.5, 0.2}, {15.0, 10.0, 5.0}}; OpenCLFractalRender3D[Method -> "Quaternion", "Type" -> "Julia", "SingleFrame" -> True, "SingleFrameParameters" -> frameParams, "Multisampling" -> 16, "MaxIterations" -> 128, ImageSize -> 512]

Russo

frameParams = {{8.0, 1.0, 1.0}, {0.5, -0.5, 0.5, 0.2}, {15.0, 10.0, 5.0}}; OpenCLFractalRender3D[Method -> "Quaternion", "Type" -> "Julia", "SingleFrame" -> True, "SingleFrameParameters" -> frameParams, "Multisampling" -> 16, "MaxIterations" -> 128, ImageSize -> 512]

Última atualização: 2018-02-21
Frequência de uso: 1
Qualidade:

Aviso: contém formatação HTML invisível

Inglês

* OpenGL 1.1 - Texture objects* OpenGL 1.2 - 3D Ttextures, BGRA and packed pixel formats* OpenGL 1.3 - Multitexturing, multisampling, texture compression* OpenGL 1.4 - Depth textures* OpenGL 1.5 - VBO, Occlusion Queries* OpenGL 2.0 - GLSL 1.1, MRT, Non Power of Two textures, Point Sprites, Two-sided stencil* OpenGL 2.1 - GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures* OpenGL 3.0 - GLSL 1.3, Texture Arrays, Conditional rendering, FBO* OpenGL 3.1 - GLSL 1.4, Instancing, Texture Buffer Object, Uniform Buffer Object, Primitive restart* OpenGL 3.2 - GLSL 1.5, Geometry Shaders, Multi-sampled textures* OpenGL 3.3 - GLSL 3.30, Backports as much functionality possible from the OpenGL 4.0 specification* OpenGL 4.0 - GLSL 4.00, Tessellation on GPU, shaders with 64-bit precision* OpenGL 4.1 - GLSL 4.10, Developer-friendly debug outputs, compatibility with OpenGL ES 2.0* OpenGL 4.2 - GLSL 4.20, Shaders with atomic counters, transform feedback, shader packing, performance improvements* OpenGL 4.3 - GLSL 4.30, Shader storage buffer objects, Texture parameter queries, ETC2/EAC, Increased memory security, A multi-application robustness extension* OpenGL 4.4 - GLSL 4.40, Buffer Placement Control, Efficient Asynchronous Queries, Shader Variable Layout, Efficient Multiple Object Binding, Streamlined Porting of Direct3D applications, Bindless Texture Extension, Sparse Texture Extension* OpenGL 4.5 - GLSL 4.50==Field explanations==The fields in the table listed below describe the following:* Model - The marketing name for the processor assigned by Nvidia.

Russo

* OpenGL 1.1 - Объекты текстур* OpenGL 1.2 - 3D-текстуры, форматы BGRA и упакованных пикселей* OpenGL 1.3 - Мультитекстурирование, multisampling, сжатие текстур* OpenGL 1.4 - Текстуры глубины* OpenGL 1.5 - VBO, Occlusion Querys* OpenGL 2.0 - GLSL 1.1, MRT, текстуры с размерами, не являющимися степенью двойки, Point Sprites, Two-sided stencil* OpenGL 2.1 - GLSL 1.2, Pixel Buffer Object (PBO), текстуры sRGB* OpenGL 3.0 - GLSL 1.3, Массивы текстур, условный рендеринг , FBO* OpenGL 3.1 - GLSL 1.4, Instancing, Texture Buffer Object, Uniform Buffer Object, Primitive restart* OpenGL 3.2 - GLSL 1.5, Geometry Shader, Multi-sampled textures:Buffer Object: FBO (Frame), VBO (Vertex), PBO (Pixel), Texture, Uniform* OpenGL 4.0 - GLSL 4.00, Тесселяция на GPU, шейдеры с 64-битной точностью.

Última atualização: 2016-03-03
Frequência de uso: 1
Qualidade:

Inglês

* OpenGL 1.1 - Texture objects* OpenGL 1.2 - 3D textures, BGRA and packed pixel formats* OpenGL 1.3 - Multitexturing, multisampling, texture compression* OpenGL 1.4 - Depth textures* OpenGL 1.5 - Vertex Buffer Object (VBO), Occlusion Queries* OpenGL 2.0 - GLSL 1.1, MRT, Non Power of Two textures, Point Sprites, Two-sided stencil* OpenGL 2.1 - GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures* OpenGL 3.0 - GLSL 1.3, Texture Arrays, Conditional rendering, Frame Buffer Object (FBO)* OpenGL 3.1 - GLSL 1.4, Instancing, Texture Buffer Object, Uniform Buffer Object, Primitive restart* OpenGL 3.2 - GLSL 1.5, Geometry Shader, Multi-sampled textures* OpenGL 3.3 - GLSL 3.30 Backports as much function as possible from the OpenGL 4.0 specification* OpenGL 4.0 - GLSL 4.00 Tessellation on GPU, shaders with 64-bit precision* OpenGL 4.1 - GLSL 4.10 Developer-friendly debug outputs, compatibility with OpenGL ES 2.0* OpenGL 4.2 - GLSL 4.20 Shaders with atomic counters, draw transform feedback instanced, shader packing, performance improvements* OpenGL 4.3 - GLSL 4.30 Compute shaders leveraging GPU parallelism, shader storage buffer objects, high-quality ETC2/EAC texture compression, increased memory security, a multi-application robustness extension* OpenGL 4.4 - GLSL 4.40 Buffer Placement Control, Efficient Asynchronous Queries, Shader Variable Layout, Efficient Multiple Object Binding, Streamlined Porting of Direct3D applications, Bindless Texture Extension, Sparse Texture Extension* OpenGL 4.5 - GLSL 4.50== Video codec acceleration ==* R100 - Video Immersion* R200 - Video Immersion II* R300 - Video Immersion II + Video Shader* R410 - Video Shader HD* R420 - Video Shader HD + DXVA* R520 - Avivo Video* R600 - Avivo HD Video - UVD* R700 - UVD 2, UVD 2.2* Evergreen - UVD 2.2* Northern Islands - UVD 3 (HD 67xx UVD 2.2)* Southern Islands - UVD 3, Video Codec Engine* Volcanic Islands - UVD 4.x, Video Codec Engine 2.0== Field explanations ==The fields in the table listed below describe the following:* Model – The marketing name for the processor assigned by ATi.

Russo

* OpenGL 1.1 — Объекты текстур* OpenGL 1.2 — 3D-текстуры, форматы BGRA и упакованных пикселей* OpenGL 1.3 — Мультитекстурирование, multisampling, сжатие текстур* OpenGL 1.4 — Текстуры глубины* OpenGL 1.5 — VBO, Occlusion Querys* OpenGL 2.0 — GLSL 1.1, MRT, текстуры с размерами, не являющимися степенью двойки, Point Sprites, Two-sided stencil* OpenGL 2.1 — GLSL 1.2, Pixel Buffer Object (PBO), текстуры sRGB* OpenGL 3.0 — GLSL 1.3, Массивы текстур, условный рендеринг , FBO* OpenGL 3.1 — GLSL 1.4, Instancing, Texture Buffer Object, Uniform Buffer Object, Primitive restart* OpenGL 3.2 — GLSL 1.5, Geometry Shader, Multi-sampled textures: Buffer Object: FBO (Frame), VBO (Vertex), PBO (Pixel), Texture, Uniform* OpenGL 4.0 — GLSL 4.00, Тесселяция на GPU, шейдеры с 64-битной точностью.

Última atualização: 2016-03-03
Frequência de uso: 1
Qualidade:

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