mirror of
https://github.com/LearnOpenGL-CN/LearnOpenGL-CN.git
synced 2025-08-23 04:35:28 +08:00
242 lines
5.8 KiB
Markdown
242 lines
5.8 KiB
Markdown
# 专有词汇翻译记录
|
||
|
||
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。
|
||
|
||
## 01-01
|
||
|
||
- API:Application Programming Interface,应用程序编程接口
|
||
- Specification:规范
|
||
- Implement:实现
|
||
- Immediate mode:立即渲染模式
|
||
- Core-profile:核心模式
|
||
- Fixed Function Pipeline:固定渲染管线
|
||
- Extension:扩展
|
||
- State Machine:状态机
|
||
- Context:上下文
|
||
- State-changing Function:状态设置函数
|
||
- State-using Function:状态使用函数
|
||
- Object:对象
|
||
- Primitive Type:基元类型
|
||
- Option:选项
|
||
- Modern:现代
|
||
|
||
## 01-02
|
||
|
||
- Abstract:抽象
|
||
- Link:链接
|
||
- Linker:连接器
|
||
- Dynamic:动态
|
||
- Static:静态
|
||
|
||
## 01-03
|
||
|
||
- Major:主版本号
|
||
- Minor:次版本号
|
||
- Viewport:视口
|
||
- Dimension(窗口):维度
|
||
- Game Loop:游戏循环
|
||
- Render Loop:渲染循环
|
||
- Color Buffer:颜色缓冲
|
||
- Double Buffer:双缓冲
|
||
- Front Buffer:前缓冲
|
||
- Back Buffer:后缓冲
|
||
- Swap:交换
|
||
- Callback Function:回调函数
|
||
- KeyCallback:按键回调
|
||
- Callback:回调
|
||
- Rendering:渲染
|
||
- Call:调用
|
||
|
||
## 01-04
|
||
|
||
- Graphics Pipeline:图形渲染管线
|
||
- Resolution(图像,屏幕):分辨率
|
||
- Shader:着色器
|
||
- GLSL:OpenGL Shading Language,OpenGL着色器语言
|
||
- Vertex Data:顶点数据
|
||
- Vertex:顶点
|
||
- Vertex Attribute:顶点属性
|
||
- Primitive:图元
|
||
- Vertex Shader:顶点着色器
|
||
- Primitive Assembly:图元装配
|
||
- Rasterization:光栅化
|
||
- Fragment:片段
|
||
- Fragment Shader:片段着色器
|
||
- View:视图
|
||
- Alpha Test:Alpha测试
|
||
- Depth:深度
|
||
- Light:光照
|
||
- Transform:变换
|
||
- Normalized Device Coordinates:标准化设备坐标,NDC
|
||
- Position:位置
|
||
- Coordinate Space:坐标空间
|
||
- Screen-space Coordinates:屏幕空间坐标
|
||
- VBO:Vertex Buffer Objects,顶点缓冲对象
|
||
- Vertex Attribute:顶点属性
|
||
- Position:位置
|
||
- Location:位置值
|
||
- Vector:向量
|
||
- Perspective Division:透视划分
|
||
- Fragment Shader:片段着色器
|
||
- Component:分量
|
||
- Element:元素
|
||
- Normalize:标准化
|
||
- Stride:步长
|
||
- Offset:偏移量
|
||
- VAO:顶点数组对象,Vertex Array Object
|
||
- Element Buffer Object,Index Buffer Object:EBO,IBO,索引缓冲对象
|
||
- Wireframe Mode:线框模式
|
||
- Stage:阶段
|
||
|
||
## 01-05
|
||
|
||
- uniform:uniform
|
||
- Matrix:矩阵
|
||
- Texture:纹理
|
||
- Swizzling:重组
|
||
- Global:全局
|
||
- Query:查询
|
||
- Overload:重载
|
||
- Rasterizer:光栅
|
||
- Fragment Interpolation:片段插值
|
||
- Interpolate:插值
|
||
- Preprocessor Directives:预处理指令
|
||
- Debug:调试
|
||
|
||
## 01-06
|
||
|
||
- Texture Coordinate:纹理坐标
|
||
- Sampling:采样
|
||
- Wrapping:环绕方式
|
||
- Clamp:约束
|
||
- Nearest Neighbor Filtering:临近过滤
|
||
- Texture Pixel,Texel:纹理像素
|
||
- (Bi)linear Filtering:线性过滤
|
||
- Magnify:放大
|
||
- Minify:缩小
|
||
- Mipmap:多级渐远纹理
|
||
- Channel:通道
|
||
- Sampler:采样器
|
||
- Texture Unit:纹理单元
|
||
|
||
## 01-07
|
||
|
||
- Direction:方向
|
||
- Magnitude:大小
|
||
- Dimension(数学):维度
|
||
- Scalar:标量
|
||
- Position Vector:位置向量
|
||
- Unit Vector:单位向量
|
||
- Pythagoras Theorem:勾股定理
|
||
- Dot Product:点乘,点积
|
||
- Cross Product:叉乘,叉积
|
||
- Identity Matrix:单位矩阵
|
||
- Scale:缩放
|
||
- Translation:位移
|
||
- Homogeneous Coordinate:齐次坐标
|
||
- Direction Vector:方向向量
|
||
- Rotation:旋转
|
||
- Rotation Axis:旋转轴
|
||
- Column-major Ordering:列主序
|
||
|
||
## 01-08
|
||
|
||
- Local Space:局部空间
|
||
- Object Space:物体空间
|
||
- World Space:世界空间
|
||
- View Space:观察空间
|
||
- Eye Space:视觉空间
|
||
- Clip Space:裁剪空间
|
||
- Screen Space:屏幕空间
|
||
- Model Matrix:模型矩阵
|
||
- View Matrix:观察矩阵
|
||
- Projection Matrix:投影矩阵
|
||
- Viewport Transform:视口变换
|
||
- Clipping Volume:裁剪体积
|
||
- Viewing Box:观察箱
|
||
- Perspective Division:透视除法
|
||
- Z-buffer:Z缓冲
|
||
- Draw:绘制
|
||
- Depth Testing:深度测试
|
||
- Depth Buffer:深度缓冲
|
||
|
||
## 01-09
|
||
|
||
- Direction Vector:方向向量
|
||
- Camera Space:摄像机空间
|
||
- Gram-Schmidt Process:格拉姆—施密特正交化
|
||
- LookAt Matrix:LookAt矩阵
|
||
- Strafe:横移
|
||
- Deltatime:时间差
|
||
- Euler Angles:欧拉角
|
||
- Pitch:俯仰角
|
||
- Yaw:偏航角
|
||
- Roll:滚转角
|
||
- Field of View(FoV):视野
|
||
|
||
## 02-01
|
||
|
||
- Lighting:光照
|
||
- Reflect:反射
|
||
- Absorb:吸收
|
||
- Container(第一章创建的那个物体):箱子
|
||
- Lamp:灯
|
||
|
||
## 02-02
|
||
|
||
- Phong Lighting Model:冯氏光照模型
|
||
- Ambient Lighting:环境光照
|
||
- Diffuse Lighting:漫反射光照
|
||
- Specular Lighting:镜面光照
|
||
- Directional Impact:方向性影响
|
||
- Global Illumination:全局性照明
|
||
- Factor:因子
|
||
- Normal Vector:法向量
|
||
- Normal Matrix:法线矩阵
|
||
- Ambient Component:环境光分量
|
||
- Diffuse Component:漫反射分量
|
||
- Specular Component:镜面光分量
|
||
- Inverse Matrix:逆矩阵
|
||
- Transpose Matrix:转置矩阵
|
||
- Specular Highlight:镜面高光
|
||
- Intensity:强度
|
||
- Specular Intensity:镜面强度
|
||
- Shininess:反光度
|
||
- Gouraud Shading:Gouraud着色
|
||
- Phong Shading:冯氏着色
|
||
|
||
## 02-03
|
||
|
||
- Material:材质
|
||
- Struct:结构体
|
||
- Layout:布局
|
||
- Light Property:光照属性
|
||
- Scatter(光):散射
|
||
|
||
## 06-01
|
||
|
||
- Debugging:调试
|
||
- Flag:标记
|
||
- Reference Compiler:参考编译器
|
||
- Tessellation Control Shader:细分控制着色器
|
||
- Tessellation Evaluation Shader:细分计算着色器
|
||
- Compute Shader:计算着色器
|
||
- Attachment:附件
|
||
- Render Buffer Object:渲染缓冲对象
|
||
|
||
## 06-02
|
||
|
||
- Character:字符
|
||
- Quad:四边形
|
||
- Mesh:网格
|
||
- Glyph:字形
|
||
- Baseline:基线
|
||
- Bitmap:位图
|
||
- Metric:度量值
|
||
|
||
## 06-03-01
|
||
|
||
- Level:关卡
|
||
- Gameplay State:游戏状态
|
||
- Singleton:单一实例
|
||
- Single Responsibility Principle:单一功能原则 |