目录索引
译文
应用阶段从CPU开始,负责场景中的一系列操作,例如:
- 碰撞检测
- 纹理动画
- 键盘输入
- 鼠标输入
- ….
应用阶段的功能是读取内存中的存储的模型数据,随后生成图元(如三角形、直线、顶点)。在应用阶段结束时,这些信息都会被发送到几何处理阶段,通过矩阵乘法进行顶点变换。
![图片[1]-《Unity着色器圣经》1.0.8 | 应用阶段-软件开发学习笔记](https://gamedevfan.cn/wp-content/uploads/2025/05/image-8-1024x327.jpeg)
原文对照
The application stage starts at the CPU and is responsible for various operations that occur within a scene, e.g.,
- Collision detection.
- Texture animation.
- Keyboard input.
- Mouse input, and more.
Its function is to read the stored data in memory to generate primitives later (e.g. triangles, lines, vertices). At the end of the application stage, all this information is sent to the geometry processing phase to generate the vertices’ transformation through matrix multiplication.
![图片[1]-《Unity着色器圣经》1.0.8 | 应用阶段-软件开发学习笔记](https://gamedevfan.cn/wp-content/uploads/2025/05/image-8-1024x327.jpeg)
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