switch clip - traduzione in russo
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switch clip - traduzione in russo

COORDINATE SYSTEM USED IN COMPUTER GRAPHICS
Clip Space; Clip space

switch clip      

строительное дело

стрелочная серьга

switch clip      
стрелочная серьга
ammunition clip         
  • An [[M1 Garand]] ''en bloc'' clip (left) compared to an [[SKS]] stripper clip (right)
  • Loading a [[7.92×57mm Mauser]] [[Karabiner 98k]] rifle with a five-round stripper clip.
  • Steyr M95]] carbine.
  • M1917]] revolvers. The [[.45 Auto Rim]] cartridge may be used in a revolver's cylinders without the clips.
USED TO HOLD AMMUNITION FOR FIREARMS
Half-moon clips; Half moon clip; Half moon clips; En-bloc clip; Ammunition clip; Ammo clip; Gun clip; Clip (ammunition)
патронная обойма

Definizione

разветвление
РАЗВЕТВЛ'ЕНИЕ, разветвления, ср. (·книж. ).
1. только ед. Действие и состояние по гл. разветвить
-разветвлять
и разветвиться-разветвляться. Разветвление реки. Разветвление дороги.
2. Место, где что-нибудь разветвляется. У разветвления дороги находился небольшой лесок. Разветвления железнодорожного пути.
3. Отделение, ответвление, часть чего-нибудь.

Wikipedia

Clip coordinates

The clip coordinate system is a homogeneous coordinate system in the graphics pipeline that is used for clipping. In OpenGL, clip coordinates are positioned in the pipeline just after view coordinates and just before normalized device coordinates (NDC).

Objects' coordinates are transformed via a projection transformation into clip coordinates, at which point it may be efficiently determined on an object-by-object basis which portions of the objects will be visible to the user. In the context of OpenGL or Vulkan, the result of executing vertex processing shaders is considered to be in clip coordinates. All coordinates may then be divided by the w {\displaystyle w} component, (the fourth component in homogeneous coordinates ( x c , y c , z c , w c ) {\displaystyle (x_{c},y_{c},z_{c},w_{c})} , see below) in what is called the perspective division. This transformation puts the objects into normalized device coordinates.

More concretely, a point in clip coordinates is represented with four components,

( x c y c z c w c ) , {\displaystyle {\begin{pmatrix}x_{c}\\y_{c}\\z_{c}\\w_{c}\end{pmatrix}},}

and the following equality defines the relationship between the normalized device coordinates x n {\displaystyle x_{n}} , y n {\displaystyle y_{n}} and z n {\displaystyle z_{n}} and clip coordinates,

( x n y n z n ) = ( x c / w c y c / w c z c / w c ) . {\displaystyle {\begin{pmatrix}x_{n}\\y_{n}\\z_{n}\end{pmatrix}}={\begin{pmatrix}x_{c}/w_{c}\\y_{c}/w_{c}\\z_{c}/w_{c}\end{pmatrix}}.}

Clip coordinates are convenient for clipping algorithms as points can be checked if their coordinates are outside of the viewing volume. For example, a coordinate x c {\displaystyle x_{c}} for a point is within the viewing volume if it satisfies the inequality w c x c w c {\displaystyle -w_{c}\leq x_{c}\leq w_{c}} . Polygons with vertices outside of the viewing volume may be clipped to fit within the volume.

Traduzione di &#39switch clip&#39 in Russo