Vertaal "webgl textures" na Koreaans

Wys 50 van 50 vertalings van die frase "webgl textures" van Engels na Koreaans

Vertalings van webgl textures

"webgl textures" in Engels kan in die volgende Koreaans woorde/frases vertaal word:

textures 텍스처

Vertaling van Engels na Koreaans van webgl textures

Engels
Koreaans

EN As a prerequisite you probably want to read How WebGL Works and WebGL Shaders and GLSL as well as WebGL Textures

KO 이 글을 읽기 전에 WebGL 작동 원리와 WebGL 셰이더와 GLSL뿐 아니라 WebGL 텍스처도 읽어보시길 바랍니다.

Transliterasie i geul-eul ilg-gi jeon-e WebGL jagdong wonliwa WebGL syeideowa GLSLppun anila WebGL tegseucheodo ilg-eobosigil balabnida.

EN As a prerequisite you probably want to read How WebGL Works and WebGL Shaders and GLSL as well as WebGL Textures

KO 이 글을 읽기 전에 WebGL 작동 방식와 WebGL 셰이더와 GLSL뿐 아니라 WebGL 텍스처도 읽어보시길 바랍니다.

Transliterasie i geul-eul ilg-gi jeon-e WebGL jagdong bangsig-wa WebGL syeideowa GLSLppun anila WebGL tegseucheodo ilg-eobosigil balabnida.

EN As a prerequisite you probably want to read How WebGL Works and WebGL Shaders and GLSL as well as WebGL Textures

KO 이 글을 읽기 전에 WebGL 작동 방식와 WebGL 셰이더와 GLSL뿐 아니라 WebGL 텍스처도 읽어보시길 바랍니다.

Transliterasie i geul-eul ilg-gi jeon-e WebGL jagdong bangsig-wa WebGL syeideowa GLSLppun anila WebGL tegseucheodo ilg-eobosigil balabnida.

EN It's not just non power of 2 textures that won't render. WebGL requires textures to be "texture complete". "texture complete" means that either

KO 2의 거듭 제곱이 아닌 텍스처 이외에도 렌더링되지 않는 것이 있습니다. WebGL이 "texture complete"여야 하는데요. "texture complete"는 다음을 의미합니다.

Transliterasie 2ui geodeub jegob-i anin tegseucheo ioeedo lendeolingdoeji anhneun geos-i issseubnida. WebGLi "texture complete"yeoya haneundeyo. "texture complete"neun da-eum-eul uimihabnida.

EN Of course you can also generate the textures at runtime. Since WebGL is in the browser again we can rely on the Canvas 2D API to help generate our textures.

KO 물론 런타임에 텍스처를 생성할 수도 있는데요. WebGL은 브라우저에서 실행되기 때문에 Canvas 2D API를 활용하여 텍스처를 생성할 수 있습니다.

Transliterasie mullon leontaim-e tegseucheoleul saengseonghal sudo issneundeyo. WebGLeun beulaujeoeseo silhaengdoegi ttaemun-e Canvas 2D APIleul hwal-yonghayeo tegseucheoleul saengseonghal su issseubnida.

Engels Koreaans
api api

EN In WebGL there are textures. Textures are most often 2D arrays of data you can pass to a shader. In the shader you declare a uniform sampler like this

KO WebGL에는 텍스처가 있습니다. 텍스처는 대부분 셰이더에 전달할 수 있는 데이터의 2D 배열인데요. 셰이더에서 이렇게 uniform sampler를 선언하면

Transliterasie WebGLeneun tegseucheoga issseubnida. tegseucheoneun daebubun syeideoe jeondalhal su issneun deiteoui 2D baeyeol-indeyo. syeideoeseo ileohge uniform samplerleul seon-eonhamyeon

EN It's not just non power of 2 textures that won't render. WebGL requires textures to be "texture complete". "texture complete" means that either

KO 2의 거듭제곱이 아닌 텍스처 이외에도 렌더링되지 않는 것이 있습니다. WebGL이 "texture complete"여야 하는데요. "texture complete"는 다음을 의미합니다.

Transliterasie 2ui geodeubjegob-i anin tegseucheo ioeedo lendeolingdoeji anhneun geos-i issseubnida. WebGLi "texture complete"yeoya haneundeyo. "texture complete"neun da-eum-eul uimihabnida.

EN Of course you can also generate the textures at runtime. Since WebGL is in the browser again we can rely on the Canvas 2D API to help generate our textures.

KO 물론 런타임에 텍스처를 생성할 수도 있는데요. WebGL은 브라우저에서 실행되기 때문에 Canvas 2D API를 활용하여 텍스처를 생성할 수 있습니다.

Transliterasie mullon leontaim-e tegseucheoleul saengseonghal sudo issneundeyo. WebGLeun beulaujeoeseo silhaengdoegi ttaemun-e Canvas 2D APIleul hwal-yonghayeo tegseucheoleul saengseonghal su issseubnida.

Engels Koreaans
api api

EN In WebGL there are textures. Textures are most often 2D arrays of data you can pass to a shader. In the shader you declare a uniform sampler like this

KO WebGL에는 텍스처가 있습니다. 텍스처는 대부분 셰이더에 전달할 수 있는 데이터의 2D 배열인데요. 셰이더에서 이렇게 유니폼 샘플러를 선언하면

Transliterasie WebGLeneun tegseucheoga issseubnida. tegseucheoneun daebubun syeideoe jeondalhal su issneun deiteoui 2D baeyeol-indeyo. syeideoeseo ileohge yunipom saempeulleoleul seon-eonhamyeon

EN It's not just non power of 2 textures that won't render. WebGL requires textures to be "texture complete". "texture complete" means that either

KO 2의 거듭제곱이 아닌 텍스처 이외에도 렌더링되지 않는 것이 있습니다. WebGL이 "texture complete"여야 하는데요. "texture complete"는 다음을 의미합니다.

Transliterasie 2ui geodeubjegob-i anin tegseucheo ioeedo lendeolingdoeji anhneun geos-i issseubnida. WebGLi "texture complete"yeoya haneundeyo. "texture complete"neun da-eum-eul uimihabnida.

EN Of course you can also generate the textures at runtime. Since WebGL is in the browser again we can rely on the Canvas 2D API to help generate our textures.

KO 물론 런타임에 텍스처를 생성할 수도 있는데요. WebGL은 브라우저에서 실행되기 때문에 Canvas 2D API를 활용하여 텍스처를 생성할 수 있습니다.

Transliterasie mullon leontaim-e tegseucheoleul saengseonghal sudo issneundeyo. WebGLeun beulaujeoeseo silhaengdoegi ttaemun-e Canvas 2D APIleul hwal-yonghayeo tegseucheoleul saengseonghal su issseubnida.

Engels Koreaans
api api

EN An important realization in WebGL is that textures are not just things applied directly to triangles as we covered in the article on textures

KO WebGL에서 중요한 사실은 텍스처텍스처에 대한 글에서 다룬 것처럼 삼각형에 직접 적용되는 게 아니라는 겁니다

Transliterasie WebGLeseo jung-yohan sasil-eun tegseucheoga tegseucheoe daehan geul-eseo dalun geoscheoleom samgaghyeong-e jigjeob jeog-yongdoeneun ge anilaneun geobnida

EN In WebGL there are textures. Textures are most often 2D arrays of data you can pass to a shader. In the shader you declare a uniform sampler like this

KO WebGL에는 텍스처가 있습니다. 텍스처는 대부분 셰이더에 전달할 수 있는 데이터의 2D 배열인데요. 셰이더에서 이렇게 유니폼 샘플러를 선언하면

Transliterasie WebGLeneun tegseucheoga issseubnida. tegseucheoneun daebubun syeideoe jeondalhal su issneun deiteoui 2D baeyeol-indeyo. syeideoeseo ileohge yunipom saempeulleoleul seon-eonhamyeon

EN In the case of WebGL though there's a reason I think it's important to call WebGL a rasterization API and that is specifically because of the amount of 3D math knowledge you need to know to use WebGL to draw anything in 3D.

KO WebGL의 경우 rasterization API라고 부르는 게 중요하다고 생각한 이유가 있는데, 구체적으로는 WebGL을 사용해 3D로 무언가를 그리기 위해 필요한 3D 수학 지식의 양 때문입니다.

Transliterasie WebGLui gyeong-u rasterization APIlago buleuneun ge jung-yohadago saeng-gaghan iyuga issneunde, guchejeog-euloneun WebGLeul sayonghae 3Dlo mueongaleul geuligi wihae pil-yohan 3D suhag jisig-ui yang ttaemun-ibnida.

Engels Koreaans
api api

EN The WebGL committee saw that and decided to require that WebGL implementations support at least 3 common combinations. From Section 6.8 of the WebGL spec they are:

KO WebGL 위원회는 이를 보고 WebGL 구현이 최소 3개의 공통 조합을 지원하도록 요구하기로 결정했습니다. WebGL 스펙의 섹션 6.8:

Transliterasie WebGL wiwonhoeneun ileul bogo WebGL guhyeon-i choeso 3gaeui gongtong johab-eul jiwonhadolog yoguhagilo gyeoljeonghaessseubnida. WebGL seupeg-ui segsyeon 6.8:

EN The WebGL committee saw that and decided to require that WebGL implementations support at least 3 common combinations. From Section 6.8 of the WebGL spec they are:

KO WebGL 위원회는 이를 보고 WebGL 구현이 최소 3개의 공통 조합을 지원하도록 요구하기로 결정했습니다. WebGL 스펙의 섹션 6.8:

Transliterasie WebGL wiwonhoeneun ileul bogo WebGL guhyeon-i choeso 3gaeui gongtong johab-eul jiwonhadolog yoguhagilo gyeoljeonghaessseubnida. WebGL seupeg-ui segsyeon 6.8:

EN In the case of WebGL though there's a reason I think it's important to call WebGL a rasterization API and that is specifically because of the amount of 3D math knowledge you need to know to use WebGL to draw anything in 3D.

KO WebGL의 경우 래스터화 API라고 부르는 게 중요하다고 생각한 이유가 있는데, 구체적으로는 WebGL을 사용해 3D로 무언가를 그리기 위해 필요한 3D 수학 지식의 양 때문입니다.

Transliterasie WebGLui gyeong-u laeseuteohwa APIlago buleuneun ge jung-yohadago saeng-gaghan iyuga issneunde, guchejeog-euloneun WebGLeul sayonghae 3Dlo mueongaleul geuligi wihae pil-yohan 3D suhag jisig-ui yang ttaemun-ibnida.

Engels Koreaans
api api

EN The WebGL committee saw that and decided to require that WebGL implementations support at least 3 common combinations. From Section 6.8 of the WebGL spec they are:

KO WebGL 위원회는 이를 보고 WebGL 구현이 최소 3개의 공통 조합을 지원하도록 요구하기로 결정했습니다. WebGL 스펙의 섹션 6.8:

Transliterasie WebGL wiwonhoeneun ileul bogo WebGL guhyeon-i choeso 3gaeui gongtong johab-eul jiwonhadolog yoguhagilo gyeoljeonghaessseubnida. WebGL seupeg-ui segsyeon 6.8:

EN In the case of WebGL though there's a reason I think it's important to call WebGL a rasterization API and that is specifically because of the amount of 3D math knowledge you need to know to use WebGL to draw anything in 3D.

KO WebGL의 경우 래스터화 API라고 부르는 게 중요하다고 생각한 이유가 있는데, 구체적으로는 WebGL을 사용해 3D로 무언가를 그리기 위해 필요한 3D 수학 지식의 양 때문입니다.

Transliterasie WebGLui gyeong-u laeseuteohwa APIlago buleuneun ge jung-yohadago saeng-gaghan iyuga issneunde, guchejeog-euloneun WebGLeul sayonghae 3Dlo mueongaleul geuligi wihae pil-yohan 3D suhag jisig-ui yang ttaemun-ibnida.

Engels Koreaans
api api

EN Similarly a shader that requires textures will not work without textures.

KO 마찬가지로 텍스처가 필요한 셰이더는 텍스처 없이는 작동하지 않습니다.

Transliterasie machangajilo tegseucheoga pil-yohan syeideoneun tegseucheo eobs-ineun jagdonghaji anhseubnida.

EN We could try to structure our code so that it runs with no textures and as the textures are loaded the program updates

KO 텍스처 없이 실행되고 텍스처가 로드되면 program이 업데이트하도록 코드를 구조화할 수 있는데요

Transliterasie tegseucheo eobs-i silhaengdoego tegseucheoga lodeudoemyeon program-i eobdeiteuhadolog kodeuleul gujohwahal su issneundeyo

EN Renderbuffers are very similar to textures but they support formats and options that textures don't support

KO Renderbuffer는 텍스처와 매우 유사하지만 텍스처가 지원하지 않는 format과 option을 지원합니다

Transliterasie Renderbufferneun tegseucheowa maeu yusahajiman tegseucheoga jiwonhaji anhneun formatgwa option-eul jiwonhabnida

EN Note that it says nothing about non-mipmapped textures so if you know your textures aren't mipmapped you're fine.

KO non-mipmapped texture에 대해서는 아무 명령도 내리지 않으므로 mip-mapped texture가 아닌 것을 알고 있다면 괜찮습니다.

Transliterasie non-mipmapped texturee daehaeseoneun amu myeonglyeongdo naeliji anh-eumeulo mip-mapped texturega anin geos-eul algo issdamyeon gwaenchanhseubnida.

EN Let's say you wanted to draw multiple views of the same scene, how could we do this? One way would be to render to textures and then draw those textures to the canvas

KO 같은 장면을 여러 뷰로 그리고 싶다고 가정했을 때, 어떻게 할 수 있을까요? 한 가지 방법은 텍스처로 렌더링한 다음 텍스처를 캔버스에 그리는 겁니다

Transliterasie gat-eun jangmyeon-eul yeoleo byulo geuligo sipdago gajeonghaess-eul ttae, eotteohge hal su iss-eulkkayo? han gaji bangbeob-eun tegseucheolo lendeolinghan da-eum tegseucheoleul kaenbeoseue geulineun geobnida

EN But, it requires that we allocate textures, render stuff to them, then render those textures on the canvas

KO 하지만 텍스처를 할당하고, 텍스처에 물체를 렌더링한 다음, 텍스처를 캔버스에 렌더링해야 합니다

Transliterasie hajiman tegseucheoleul haldanghago, tegseucheoe mulcheleul lendeolinghan da-eum, tegseucheoleul kaenbeoseue lendeolinghaeya habnida

EN “After all the models and textures were imported, I simply created a new shader that I could plug all of my textures into

KO "모든 모델과 텍스처를 임포트한 후에 모든 텍스처에 적용할 수 있는 새 셰이더를 만들었습니다

Transliterasie "modeun modelgwa tegseucheoleul impoteuhan hue modeun tegseucheoe jeog-yonghal su issneun sae syeideoleul mandeul-eossseubnida

EN Similarly a shader that requires textures will not work without textures.

KO 마찬가지로 텍스처가 필요한 셰이더는 텍스처 없이는 작동하지 않습니다.

Transliterasie machangajilo tegseucheoga pil-yohan syeideoneun tegseucheo eobs-ineun jagdonghaji anhseubnida.

EN We could try to structure our code so that it runs with no textures and as the textures are loaded the program updates

KO 텍스처 없이 실행되고 텍스처가 로드되면 프로그램이 업데이트하도록 코드를 구조화할 수 있는데요

Transliterasie tegseucheo eobs-i silhaengdoego tegseucheoga lodeudoemyeon peulogeulaem-i eobdeiteuhadolog kodeuleul gujohwahal su issneundeyo

EN Note that it says nothing about non-mipmapped textures so if you know your textures aren't mipmapped you're fine.

KO 밉 매핑되지 않은 텍스처에 대해서는 아무 명령도 내리지 않으므로 밉 매핑 텍스처가 아닌 것을 알고 있다면 괜찮습니다.

Transliterasie mib maepingdoeji anh-eun tegseucheoe daehaeseoneun amu myeonglyeongdo naeliji anh-eumeulo mib maeping tegseucheoga anin geos-eul algo issdamyeon gwaenchanhseubnida.

EN Renderbuffers are very similar to textures but they support formats and options that textures don't support

KO 렌더 버퍼는 텍스처와 매우 유사하지만 텍스처가 지원하지 않는 포맷과 옵션을 지원합니다

Transliterasie lendeo beopeoneun tegseucheowa maeu yusahajiman tegseucheoga jiwonhaji anhneun pomaesgwa obsyeon-eul jiwonhabnida

EN Make different sizes of textures with fonts at different resolutions. You then use the higher resolution textures as the text gets larger. This is called LODing (using different Levels of Detail).

KO 다양한 해상도의 글꼴로 다양한 크기의 텍스처를 만듭니다. 그런 다음 텍스트가 더 커질수록 더 높은 해상도의 텍스처를 사용하는데요. 이를 LODing(다양한 세부 레벨 사용)이라고 합니다.

Transliterasie dayanghan haesangdoui geulkkollo dayanghan keugiui tegseucheoleul mandeubnida. geuleon da-eum tegseuteuga deo keojilsulog deo nop-eun haesangdoui tegseucheoleul sayonghaneundeyo. ileul LODing(dayanghan sebu lebel sayong)ilago habnida.

EN Let's say you wanted to draw multiple views of the same scene, how could we do this? One way would be to render to textures and then draw those textures to the canvas

KO 같은 장면을 여러 뷰로 그리고 싶다고 가정했을 때, 어떻게 할 수 있을까요? 한 가지 방법은 텍스처로 렌더링한 다음 텍스처를 캔버스에 그리는 겁니다

Transliterasie gat-eun jangmyeon-eul yeoleo byulo geuligo sipdago gajeonghaess-eul ttae, eotteohge hal su iss-eulkkayo? han gaji bangbeob-eun tegseucheolo lendeolinghan da-eum tegseucheoleul kaenbeoseue geulineun geobnida

EN But, it requires that we allocate textures, render stuff to them, then render those textures on the canvas

KO 하지만 텍스처를 할당하고, 텍스처에 물체를 렌더링한 다음, 텍스처를 캔버스에 렌더링해야 합니다

Transliterasie hajiman tegseucheoleul haldanghago, tegseucheoe mulcheleul lendeolinghan da-eum, tegseucheoleul kaenbeoseue lendeolinghaeya habnida

EN Similarly a shader that requires textures will not work without textures.

KO 마찬가지로 텍스처가 필요한 셰이더는 텍스처 없이는 작동하지 않습니다.

Transliterasie machangajilo tegseucheoga pil-yohan syeideoneun tegseucheo eobs-ineun jagdonghaji anhseubnida.

EN We could try to structure our code so that it runs with no textures and as the textures are loaded the program updates

KO 텍스처 없이 실행되고 텍스처가 로드되면 프로그램이 업데이트하도록 코드를 구조화할 수 있는데요

Transliterasie tegseucheo eobs-i silhaengdoego tegseucheoga lodeudoemyeon peulogeulaem-i eobdeiteuhadolog kodeuleul gujohwahal su issneundeyo

EN Note that it says nothing about non-mipmapped textures so if you know your textures aren't mipmapped you're fine.

KO 밉 매핑되지 않은 텍스처에 대해서는 아무 명령도 내리지 않으므로 밉 매핑 텍스처가 아닌 것을 알고 있다면 괜찮습니다.

Transliterasie mib maepingdoeji anh-eun tegseucheoe daehaeseoneun amu myeonglyeongdo naeliji anh-eumeulo mib maeping tegseucheoga anin geos-eul algo issdamyeon gwaenchanhseubnida.

EN Renderbuffers are very similar to textures but they support formats and options that textures don't support

KO 렌더 버퍼는 텍스처와 매우 유사하지만 텍스처가 지원하지 않는 포맷과 옵션을 지원합니다

Transliterasie lendeo beopeoneun tegseucheowa maeu yusahajiman tegseucheoga jiwonhaji anhneun pomaesgwa obsyeon-eul jiwonhabnida

EN Make different sizes of textures with fonts at different resolutions. You then use the higher resolution textures as the text gets larger. This is called LODing (using different Levels of Detail).

KO 다양한 해상도의 글꼴로 다양한 크기의 텍스처를 만듭니다. 그런 다음 텍스트가 더 커질수록 더 높은 해상도의 텍스처를 사용하는데요. 이를 LODing(다양한 세부 레벨 사용)이라고 합니다.

Transliterasie dayanghan haesangdoui geulkkollo dayanghan keugiui tegseucheoleul mandeubnida. geuleon da-eum tegseuteuga deo keojilsulog deo nop-eun haesangdoui tegseucheoleul sayonghaneundeyo. ileul LODing(dayanghan sebu lebel sayong)ilago habnida.

EN Let's say you wanted to draw multiple views of the same scene, how could we do this? One way would be to render to textures and then draw those textures to the canvas

KO 같은 장면을 여러 뷰로 그리고 싶다고 가정했을 때, 어떻게 할 수 있을까요? 한 가지 방법은 텍스처로 렌더링한 다음 텍스처를 캔버스에 그리는 겁니다

Transliterasie gat-eun jangmyeon-eul yeoleo byulo geuligo sipdago gajeonghaess-eul ttae, eotteohge hal su iss-eulkkayo? han gaji bangbeob-eun tegseucheolo lendeolinghan da-eum tegseucheoleul kaenbeoseue geulineun geobnida

EN But, it requires that we allocate textures, render stuff to them, then render those textures on the canvas

KO 하지만 텍스처를 할당하고, 텍스처에 물체를 렌더링한 다음, 텍스처를 캔버스에 렌더링해야 합니다

Transliterasie hajiman tegseucheoleul haldanghago, tegseucheoe mulcheleul lendeolinghan da-eum, tegseucheoleul kaenbeoseue lendeolinghaeya habnida

EN To draw images in WebGL we need to use textures

KO WebGL에서 이미지를 그리기 위해서는 텍스처를 사용해야 하는데요

Transliterasie WebGLeseo imijileul geuligi wihaeseoneun tegseucheoleul sayonghaeya haneundeyo

EN How do we apply textures in WebGL? You could probably derive how by reading the articles on image processing but it will probably be easier to understand if we go over it in more detail.

KO WebGL에서 어떻게 텍스처를 적용할까요? 이미지 처리에 대한 글을 읽으면 방법을 알 수 있지만 자세히 살펴보면 이해하기 더 쉬울 겁니다.

Transliterasie WebGLeseo eotteohge tegseucheoleul jeog-yonghalkkayo? imiji cheolie daehan geul-eul ilg-eumyeon bangbeob-eul al su issjiman jasehi salpyeobomyeon ihaehagi deo swiul geobnida.

EN WebGL has something called "texture units". You can think of it as an array of references to textures. You tell the shader which texture unit to use for each sampler.

KO WebGL에는 "texture unit"이라는 것이 있습니다. 이는 텍스처에 대한 레퍼런스 배열이라 생각할 수 있습니다. 각 sampler에 대해 사용할 texture unit을 셰이더에 알려줍니다.

Transliterasie WebGLeneun "texture unit"ilaneun geos-i issseubnida. ineun tegseucheoe daehan lepeoleonseu baeyeol-ila saeng-gaghal su issseubnida. gag samplere daehae sayonghal texture unit-eul syeideoe allyeojubnida.

EN Hopefully this small step helps explain how to use multiple textures in a single draw call in WebGL

KO 이 글이 WebGL의 단일 그리기 호출에서 여러 텍스처를 사용하는 방법을 설명하는 데에 도움이 되길 바랍니다.

Transliterasie i geul-i WebGLui dan-il geuligi hochul-eseo yeoleo tegseucheoleul sayonghaneun bangbeob-eul seolmyeonghaneun dee doum-i doegil balabnida.

EN In WebGL it's common to download images and then upload them to the GPU to be used as textures

KO WebGL에서는 텍스처로 사용하기 위해 이미지를 다운로드한 다음 GPU에 업로드하는 것이 일반적입니다

Transliterasie WebGLeseoneun tegseucheolo sayonghagi wihae imijileul daunlodeuhan da-eum GPUe eoblodeuhaneun geos-i ilbanjeog-ibnida

Engels Koreaans
gpu gpu

EN Why doesn't the keyboard texture show up? That's because WebGL has a kind of severe restriction on textures that are not a power of 2 in both dimensions

KO 키보드 텍스처가 보이지 않는 이유는 뭘까요? 이는 WebGL이 높이와 너비 모두 2의 거듭 제곱이 아닌 텍스처에 대해 엄격한 제한을 가지기 때문입니다

Transliterasie kibodeu tegseucheoga boiji anhneun iyuneun mwolkkayo? ineun WebGLi nop-iwa neobi modu 2ui geodeub jegob-i anin tegseucheoe daehae eomgyeoghan jehan-eul gajigi ttaemun-ibnida

EN This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about supplying data to textures. If you haven't read those please view them first.

KO 이 포스트는 WebGL 관련 시리즈에서 이어집니다. 첫 번째는 기초로 시작했고, 이전에는 텍스처 데이터 제공에 관한 것이었습니다. 아직 읽지 않으셨다면 해당 글들을 먼저 읽어주세요.

Transliterasie i poseuteuneun WebGL gwanlyeon silijeueseo ieojibnida. cheos beonjjaeneun gicholo sijaghaessgo, ijeon-eneun tegseucheo deiteo jegong-e gwanhan geos-ieossseubnida. ajig ilgji anh-eusyeossdamyeon haedang geuldeul-eul meonjeo ilg-eojuseyo.

EN In this article we'll render to textures using WebGL

KO 이번 글에서는 WebGL을 사용하여 텍스처에 렌더링할 겁니다

Transliterasie ibeon geul-eseoneun WebGLeul sayonghayeo tegseucheoe lendeolinghal geobnida

EN The last one was about using textures for rendering text in WebGL

KO 마지막 글은 WebGL에서 텍스트를 렌더링하기 위한 텍스처 사용에 관한 것이었습니다

Transliterasie majimag geul-eun WebGLeseo tegseuteuleul lendeolinghagi wihan tegseucheo sayong-e gwanhan geos-ieossseubnida

EN How to bind an array of textures to a WebGL shader uniform?

KO 어떻게 텍스처 배열을 WebGL shader uniform에 바인딩하나요?

Transliterasie eotteohge tegseucheo baeyeol-eul WebGL shader uniforme baindinghanayo?

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