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464 lines
11 KiB
Markdown
464 lines
11 KiB
Markdown
# 专有词汇翻译记录
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本文档收录了校对过程中翻译的所有专有词汇,供翻译统一化使用,每一节都只提供新出现的词汇。
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## 01-01
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- API:Application Programming Interface,应用程序编程接口
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- Specification:规范
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- Implement:实现
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- Immediate mode:立即渲染模式
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- Core-profile:核心模式
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- Fixed Function Pipeline:固定渲染管线
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- Extension:扩展
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- State Machine:状态机
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- Context:上下文
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- State-changing Function:状态设置函数
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- State-using Function:状态使用函数
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- Object:对象
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- Primitive Type:基元类型
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- Option:选项
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- Modern:现代
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## 01-02
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- Abstract:抽象
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- Link:链接
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- Linker:连接器
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- Dynamic:动态
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- Static:静态
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## 01-03
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- Major:主版本号
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- Minor:次版本号
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- Viewport:视口
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- Dimension(窗口):维度
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- Game Loop:游戏循环
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- Render Loop:渲染循环
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- Color Buffer:颜色缓冲
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- Double Buffer:双缓冲
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- Front Buffer:前缓冲
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- Back Buffer:后缓冲
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- Swap:交换
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- Callback Function:回调函数
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- KeyCallback:按键回调
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- Callback:回调
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- Rendering:渲染
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- Call:调用
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## 01-04
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- Graphics Pipeline:图形渲染管线
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- Resolution(图像,屏幕):分辨率
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- Shader:着色器
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- GLSL:OpenGL Shading Language,OpenGL着色器语言
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- Vertex Data:顶点数据
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- Vertex:顶点
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- Vertex Attribute:顶点属性
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- Primitive:图元
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- Vertex Shader:顶点着色器
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- Primitive Assembly:图元装配
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- Rasterization:光栅化
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- Fragment:片段
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- Fragment Shader:片段着色器
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- View:视图
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- Alpha Test:Alpha测试
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- Depth:深度
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- Light:光照
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- Transform:变换
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- Normalized Device Coordinates:标准化设备坐标,NDC
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- Position:位置
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- Coordinate Space:坐标空间
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- Screen-space Coordinates:屏幕空间坐标
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- VBO:Vertex Buffer Objects,顶点缓冲对象
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- Vertex Attribute:顶点属性
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- Position:位置
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- Location:位置值
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- Vector:向量
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- Perspective Division:透视划分
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- Fragment Shader:片段着色器
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- Component:分量
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- Element:元素
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- Normalize:标准化
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- Stride:步长
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- Offset:偏移量
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- VAO:顶点数组对象,Vertex Array Object
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- Element Buffer Object,Index Buffer Object:EBO,IBO,索引缓冲对象
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- Wireframe Mode:线框模式
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- Stage:阶段
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## 01-05
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- uniform:uniform
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- Matrix:矩阵
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- Texture:纹理
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- Swizzling:重组
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- Global:全局
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- Query:查询
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- Overload:重载
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- Rasterizer:光栅,光栅器
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- Fragment Interpolation:片段插值
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- Interpolate:插值
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- Preprocessor Directives:预处理指令
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- Debug:调试
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## 01-06
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- Texture Coordinate:纹理坐标
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- Sampling:采样
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- Wrapping:环绕方式
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- Clamp:约束
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- Nearest Neighbor Filtering:临近过滤
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- Texture Pixel,Texel:纹理像素,纹素
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- (Bi)linear Filtering:线性过滤
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- Magnify:放大
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- Minify:缩小
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- Mipmap:多级渐远纹理
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- Level (Mipmap):级别
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- Channel:通道
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- Sampler:采样器
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- Texture Unit:纹理单元
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## 01-07
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- Direction:方向
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- Magnitude:大小
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- Dimension(数学):维度
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- Scalar:标量
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- Position Vector:位置向量
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- Unit Vector:单位向量
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- Pythagoras Theorem:勾股定理
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- Dot Product:点乘,点积
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- Cross Product:叉乘,叉积
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- Identity Matrix:单位矩阵
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- Scale:缩放
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- Translation:位移
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- Homogeneous Coordinate:齐次坐标
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- Direction Vector:方向向量
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- Rotation:旋转
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- Rotation Axis:旋转轴
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- Column-major Ordering:列主序
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## 01-08
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- Local Space:局部空间
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- Object Space:物体空间
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- World Space:世界空间
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- View Space:观察空间
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- Eye Space:视觉空间
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- Clip Space:裁剪空间
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- Screen Space:屏幕空间
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- Model Matrix:模型矩阵
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- View Matrix:观察矩阵
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- Projection Matrix:投影矩阵
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- Viewport Transform:视口变换
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- Clipping Volume:裁剪体积
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- Viewing Box:观察箱
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- Perspective Division:透视除法
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- Z-buffer:Z缓冲
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- Draw:绘制
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- Depth Testing:深度测试
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- Depth Buffer:深度缓冲
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## 01-09
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- Direction Vector:方向向量
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- Camera Space:摄像机空间
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- Gram-Schmidt Process:格拉姆—施密特正交化
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- LookAt Matrix:LookAt矩阵
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- Strafe:横移
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- Deltatime:时间差
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- Euler Angles:欧拉角
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- Pitch:俯仰角
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- Yaw:偏航角
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- Roll:滚转角
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- Field of View(FoV):视野
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## 02-01
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- Lighting:光照
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- Reflect:反射
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- Absorb:吸收
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- Container(第一章创建的那个物体):箱子
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- Lamp:灯
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## 02-02
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- Phong Lighting Model:冯氏光照模型
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- Ambient Lighting:环境光照
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- Diffuse Lighting:漫反射光照
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- Specular Lighting:镜面光照
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- Directional Impact:方向性影响
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- Global Illumination:全局性照明
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- Factor:因子
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- Normal Vector:法向量
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- Normal Matrix:法线矩阵
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- Ambient Component:环境光分量
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- Diffuse Component:漫反射分量
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- Specular Component:镜面光分量
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- Inverse Matrix:逆矩阵
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- Transpose Matrix:转置矩阵
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- Specular Highlight:镜面高光
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- Intensity:强度
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- Specular Intensity:镜面强度
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- Shininess:反光度
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- Gouraud Shading:Gouraud着色
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- Phong Shading:冯氏着色
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## 02-03
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- Material:材质
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- Struct:结构体
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- Layout:布局
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- Light Property:光照属性
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- Scatter(光):散射
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## 02-04
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- Map:贴图
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- Diffuse Map:漫反射贴图
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- Opaque Type:不透明类型
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- Specular Map:镜面光贴图
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- Normal Map:法线贴图
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- Bump Map:凹凸贴图
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- Reflection Map:反射贴图
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- Emission Map:放射光贴图
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- Emission Value:发光值
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## 02-05
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- Cast(光):投射
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- Light Caster:投光物
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- Directional Light:定向光
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- Point Light:点光源
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- Spotlight:聚光
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- Positional Light Source:位置光源
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- Fixed-functionality (OpenGL):固定函数式
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- Attenuation:衰减
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- Cutoff Angle:切光角
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- Flashlight:手电筒
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## 03-01
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- Model:模型
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- Import:导入
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- 3D Modeling Tool:3D建模工具
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- uv-mapping:UV映射
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- Assimp:Assimp
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- Asset:资产
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- Node:节点
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- Mesh:网格
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- Face:面
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## 03-02
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- Sequential:连续
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- Byte Offset:字节偏移量
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- Translate:转化
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- Concatenate:拼接
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## 03-03
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- vector(模板类):vector
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- Post-processing:后期处理
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- Recursive Fuction:递归函数
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- Exit Condition:退出条件
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- Local Path:本地路径
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- Relative Path:相对路径
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- Absolute Path:绝对路径
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- Crytek:Crytek
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- Crysis:孤岛危机
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- Nanosuit:纳米装
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## 04-01
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- Depth Buffer:深度缓冲
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- Depth Value:深度值
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- z-buffer:z缓冲
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- Stencil Testing:模板测试
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- Early Depth Testing:提前深度测试
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- Discard:丢弃
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- Read-only:只读的
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- Enable:启用
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- Disable:禁用
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- Depth Mask:深度掩码
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- Depth Function:深度函数
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- Near(平截头体):近平面
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- Far(平截头体):远平面
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- Linear Depth Buffer:线性深度缓冲
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- Z-fighting:深度冲突
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- Coplanar:共面
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- Anti z-fighting:抗深度冲突
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## 04-02
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- Stencil Buffer:模板缓冲
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- Stencil Value:模板值
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- Bitmask:位掩码
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- Stencil Mask:模板掩码
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- Stencil Test Function:模板测试函数
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- Reference Value:参考值
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- Object Outlining:物体轮廓
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- Write:写入
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- Gaussian Blur:高斯模糊
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- Filter(后期处理):滤镜
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- Shadow Volume:阴影体积
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## 04-03
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- Blending:混合
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- Transparency:透明(度)
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- Solid Color:纯色
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- Alpha Value(透明度):Alpha值
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- Source Color Vector:源颜色向量
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- Destination Color Vector:目标颜色向量
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- Source Factor Value:源因子值
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- Destination Factor Value:目标因子值
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- Blend Equation:混合方程
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- Reverse Iterator:反向迭代器
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- Order Independent Transparency:次序无关透明度
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## 04-04
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- Side(面):侧
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- Face Culling:面剔除
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- Front Facing:面向
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- Back Facing:背向
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- Front Face:正向面
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- Back Face:背向面
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- Winding Order:环绕顺序
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- Front-facing Triangle:正向三角形
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- Back-facing Triangle:背向三角形
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- Cull:剔除
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## 04-05
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- Framebuffer:帧缓冲
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- Framebuffer Object:帧缓冲对象
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- Complete(缓冲):完整
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- Off-screen Rendering:离屏渲染
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- Renderbuffer Object:渲染缓冲对象
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- Attach:附加
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- Format:格式
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- Internalformat:内部格式
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- General Purpose Data Buffer:通用数据缓冲
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- Pass:处理阶段
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- Inversion:反相
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- Grayscale:灰度
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- Weighted:加权
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- Kernel:核
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- Convolution Matrix:卷积矩阵
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- Weight:权重
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- Sharpen:锐化
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- Blur:模糊
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- Edge-detection:边缘检测
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## 04-06
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- Cube Map:立方体贴图
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- Skybox:天空盒
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- Environment Mapping:环境映射
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- Reflection:反射
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- Refraction:折射
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- Reflection Map:反射贴图
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- Snell's Law:斯涅尔定律
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- Refractive Index:折射率
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- Single-side Refraction:单面折射
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- Dynamic Environment Mapping:动态环境映射
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## 04-07
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- Buffer Target:缓冲目标
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- Reserve(内存):预留
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- Unmapping:解除映射
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- Interleave:交错
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- Uniform Buffer Object:Uniform缓冲对象
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## 04-08
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- Built-in Variable:内建变量
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- Particle Generation:粒子生成
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- Window Space:窗口空间
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- Read-only:只读
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- Depth Condition:深度条件
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- Interface Block:接口块
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- Geometry Shader:几何着色器
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- Uniform Block:Uniform块
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- Uniform Block Layout:Uniform块布局
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- Spacing:间距
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- Shared Layout:共享布局
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- Pad:填充
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- Padding:填充量
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- Base Alignment:基准对齐量
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- Aligned Offset:对齐偏移量
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- Packed Layout:紧凑布局
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- Binding Point:绑定点
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- Uniform Block Index:Uniform块索引
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- Skeletal Animation:骨骼动画
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## 04-09
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- Qualifier:修饰符
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- Emitted:发射出的
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- Emit:发射
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- Voxel:体素
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- Explode:爆破
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- Implode:向内爆炸
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- Fur:毛发
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## 04-10
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- CPU to GPU Bus:CPU到GPU总线
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- Instance:实例
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- Instancing:实例化
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- Instance Count:实例数量
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- Instanced Array:实例化数组
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- Attribute Divisor:属性除数
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## 04-11
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- Jagged Edge:锯齿边缘
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- Aliasing:走样
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- Anti-aliasing:抗锯齿
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- Super Sample Anti-aliasing, SSAA:超采样抗锯齿
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- Downsample:下采样
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- Multisample Anti-aliasing, MSAA:多重采样抗锯齿
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- Sample Point:采样点
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- Subsample:子采样点
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- Multisample Buffer:多重采样缓冲
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- Hint (GLFW):提示
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- Resolve:还原
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- Blit:位块传送
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## 05-01
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- Blinn-Phong Model:Blinn-Phong模型
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- Halfway Vector:半程向量
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## 06-01
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- Debugging:调试
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- Flag:标记
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- Reference Compiler:参考编译器
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- Tessellation Control Shader:细分控制着色器
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- Tessellation Evaluation Shader:细分计算着色器
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- Compute Shader:计算着色器
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- Attachment:附件
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- Render Buffer Object:渲染缓冲对象
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## 06-02
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- Character:字符
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- Quad:四边形
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- Mesh:网格
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- Glyph:字形
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- Baseline:基线
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- Bitmap:位图
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- Metric:度量值
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## 06-03-01
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- Level:关卡
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- Gameplay State:游戏状态
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- Singleton:单一实例
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- Single Responsibility Principle:单一功能原则 |