yuyn
6a3c793ccf
7-2.PBR光照章节校对
2023-05-20 09:30:40 +08:00
ryosga
e390dd448a
Update 06 Particles.md
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修改翻译错误
2023-05-18 16:10:30 +08:00
Gary Wang
fbe2c9d60f
Fix image links in 'Skeletal Animation.md'
2023-05-14 19:24:53 +08:00
Chris Cheng
129e1db990
完成骨骼动画翻译 ( #270 )
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* Finish translation of skeletal animation
* images part 1
* images part 2
* Update 04 Skeletal Animation.md
* Update docs/03 Model Loading/04 Skeletal Animation.md
* Update 04 Skeletal Animation.md
* Update mkdocs.yml
* Rename docs/03 Model Loading/04 Skeletal Animation.md to docs/08 Guest Articles/2020/01 Skeletal Animation.md
Change the path of the article
* Update mkdocs.yml
* Changed the path of the image
* Fix the path of images
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Co-authored-by: Gary Wang <git@blumia.net >
2023-05-14 18:46:25 +08:00
krasjet
8c1af44bb7
workflow: disable jekyll when deploying
2023-04-26 03:03:03 +00:00
krasjet
12e0c5cf99
update mkdocs to be compatible with python 3.7+
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fix #261
2023-04-26 02:52:19 +00:00
krasjet
67c73ccb4f
workflow: python version update
2023-04-26 01:22:16 +00:00
krasjet
014598da7e
workflow: ubuntu-18.04 not supported anymore
2023-04-26 01:17:36 +00:00
Gary Wang
1f15d61c72
Merge pull request #266 from orbitgw/new-theme
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修正部分翻译错误及不准确的地方
2023-04-25 11:13:54 +08:00
Chris Cheng
98eee88104
Update 07 Review.md
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修正为“手电筒”
2023-04-24 23:56:24 +08:00
Chris Cheng
35645dba99
Update glossary.md
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Add translation of *Texture Wrapping*
2023-04-24 23:51:51 +08:00
Chris Cheng
24f7b6cb4f
更改 getting start/review.md。修正翻译错误。修正与前文翻译不一致问题
2023-04-24 02:22:56 +08:00
Chris Cheng
3ec3040085
修正 lighting/review.md 的部分翻译,使其更准确,更贴近于中文习惯用语
2023-04-24 02:15:03 +08:00
KimoriTama
af3392c995
bugfix:视差贴图,书写错误
2023-03-04 16:36:51 +08:00
KimoriTama
ca85308f99
fix:立方体贴图翻译错误
2023-01-15 11:52:34 +08:00
yuyingnanb
bab6ad6715
7-1.PBR理论章节校对
2022-12-15 23:57:26 +08:00
冰糖雪狸
d33979b034
修复 翻译错误
2022-10-17 00:38:57 +08:00
liaoyijian
8b2a9ef60c
Update 几何着色器 Geometry Shader.md
2022-06-14 22:09:50 +08:00
ryosga
9356a9a337
Update 08 Powerups.md
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修改错字
2022-05-31 12:25:51 +08:00
Kang Lin
4ece309afd
校对 01-04 你好,三角形
2022-05-30 12:51:24 +08:00
ryosga
6f5474c090
Update 03 Rendering Sprites.md
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删除重复语句
2022-05-30 11:53:47 +08:00
ryosga
74fd8dacf8
Update 02 Mesh.md
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纹理编号是整型, 应该调用setInt
2022-05-24 20:11:38 +08:00
ryosga
518c27de3d
Update 09 Geometry Shader.md
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去除重复段落
2022-05-23 12:26:28 +08:00
Gary Wang
93f165d356
Merge pull request #243 from ryosga/patch-1
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Update 06 Multiple lights.md
2022-05-14 20:52:44 +08:00
ryosga
09bc12e3be
Update 06 Multiple lights.md
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勘误: 一下 -> 以下
2022-05-13 15:47:44 +08:00
Gary Wang
3fe904ab8b
Merge pull request #241 from ryosga/patch-2
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Update 05 Light casters.md
2022-05-12 22:15:32 +08:00
Gary Wang
173edf1344
Merge pull request #240 from ryosga/patch-1
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Update 02 Basic Lighting.md
2022-05-12 22:13:25 +08:00
ryosga
34a7b90529
Update 05 Light casters.md
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勘误: direction -> position
2022-05-12 20:23:48 +08:00
ryosga
ed97fa6caa
Update 02 Basic Lighting.md
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光源时静止的 -> 光源是静止的
2022-05-12 20:21:54 +08:00
Gary Wang
a9d2f4d95b
Merge pull request #214 from lihenair/patch-1
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Update 05 Light casters.md
2022-05-08 19:45:03 +08:00
Gary Wang
8d659cd5aa
Merge pull request #236 from weiwen1990/patch-6
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翻译准确性
2022-05-08 19:41:33 +08:00
Gary Wang
b54e12d5a7
Merge pull request #225 from LJHG/new-theme
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fix typo
2022-05-04 00:03:06 +08:00
Gary Wang
09c3ffc8fe
Merge pull request #233 from weiwen1990/patch-3
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改进翻译
2022-05-03 01:54:27 +08:00
Gary Wang
e1a1b1fdc0
Merge pull request #232 from weiwen1990/patch-2
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翻译更准确
2022-05-01 23:10:02 +08:00
WEI Wen
6d1b29fe70
翻译准确性
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对照原文调整,补全一部分遗漏。
2022-04-28 19:48:20 +08:00
Gary Wang
adf7a2a19b
Merge pull request #235 from weiwen1990/patch-5
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翻译准确性
2022-04-26 22:26:58 +08:00
WEI Wen
c17e66b3ce
翻译准确性
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surface翻译为表面,以及其他少量与原文偏差的地方。
2022-04-26 15:31:10 +08:00
WEI Wen
86c9e6b6d4
改进翻译
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根据原文Specular Lighting部分,改进翻译,修改了几处翻译错误。
2022-04-26 01:19:15 +08:00
WEI Wen
bdb13b5f97
翻译更准确
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原文:
Inversing matrices is a costly operation for shaders, so wherever possible try to avoid doing inverse operations since they have to be done on each vertex of your scene. For learning purposes this is fine, but for an efficient application you'll likely want to calculate the normal matrix on the CPU and send it to the shaders via a uniform before drawing (just like the model matrix).
In the diffuse lighting section the lighting was fine because we didn't do any scaling on the object, so there was not really a need to use a normal matrix and we could've just multiplied the normals with the model matrix. If you are doing a non-uniform scale however, it is essential that you multiply your normal vectors with the normal matrix.
2022-04-25 18:56:33 +08:00
Gary Wang
fa20405a2d
Merge pull request #231 from weiwen1990/patch-1
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翻译更准确
2022-04-25 17:17:07 +08:00
WEI Wen
cf5ac876a7
翻译更准确
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The normal matrix is defined as 'the transpose of the inverse of the upper-left 3x3 part of the model matrix'.
2022-04-25 17:01:24 +08:00
Gary Wang
7f2677c106
Merge pull request #228 from xiongyouliang/new-theme
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添加‘它’,指代前文的‘向量’。
2022-04-11 13:07:10 +08:00
XiongYouliang
a15f337fa5
添加‘它’,指代前文的‘向量’。
2022-04-11 13:01:29 +08:00
LJHG
db8e8015fc
fix typo
2022-03-20 16:30:34 +08:00
Gary Wang
be53cd340b
Merge pull request #224 from zhangfuwen/new-theme
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fix typo in 04 Normal Mapping.md
2022-03-17 22:47:52 +08:00
Dean
6fb42f39a8
fix typo
2022-03-17 11:01:46 +08:00
Gary Wang
54b1f2a56d
Merge pull request #222 from jjiangaj/new-theme
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错字改正
2022-03-07 10:24:20 +08:00
jjiangaj
5798d02a21
Update 09 Camera.md
2022-03-05 14:10:52 +08:00
krasjet
bbc32e5452
switch to local mathjax, take 2
2022-03-01 05:20:20 +00:00
krasjet
2cf2d17cb0
revert: switch to local mathjax
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wait until I figure out the correct way to do this
2022-03-01 04:43:55 +00:00