Traduzir "setup correctly webgl" para coreano

Mostrando 50 de 50 traduções da frase "setup correctly webgl" de inglês para coreano

Traduções de setup correctly webgl

"setup correctly webgl" em inglês pode ser traduzido nas seguintes palavras/frases coreano:

setup 관리 구성 모듈 설정 설치 설치하기 셋업 시스템 제품 지원
correctly 대한 모든 올바르게 올바른 정확하게 제대로 통해

Tradução de inglês para coreano de setup correctly webgl

inglês
coreano

EN In the shader when texture2D is called and when the texture referenced is not setup correctly WebGL will use color (0, 0, 0, 1) which is black

KO 더에서 texture2D 호출되고 참조된 텍스처가 제대로 설정되지 않은 경우 WebGL은 검은색(0, 0, 0, 1)을 사용합니다

Transliteração syeideoeseo texture2Di hochuldoego chamjodoen tegseucheoga jedaelo seoljeongdoeji anh-eun gyeong-u WebGLeun geom-eunsaeg(0, 0, 0, 1)eul sayonghabnida

EN In the shader when texture2D is called and when the texture referenced is not setup correctly WebGL will use color (0, 0, 0, 1) which is black

KO 더에서 texture2D가 호출되고 참조된 텍스처가 제대로 설정되지 않은 경우 WebGL은 검은색(0, 0, 0, 1)을 사용합니다

Transliteração syeideoeseo texture2Dga hochuldoego chamjodoen tegseucheoga jedaelo seoljeongdoeji anh-eun gyeong-u WebGLeun geom-eunsaeg(0, 0, 0, 1)eul sayonghabnida

EN In the shader when texture2D is called and when the texture referenced is not setup correctly WebGL will use color (0, 0, 0, 1) which is black

KO 더에서 texture2D가 호출되고 참조된 텍스처가 제대로 설정되지 않은 경우 WebGL은 검은색(0, 0, 0, 1)을 사용합니다

Transliteração syeideoeseo texture2Dga hochuldoego chamjodoen tegseucheoga jedaelo seoljeongdoeji anh-eun gyeong-u WebGLeun geom-eunsaeg(0, 0, 0, 1)eul sayonghabnida

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 유가 있는데, 구체적으로는 WebGL을 사용해 3D로 무언가를 그리기 위해 필요한 3D 수학 지식의 양 문입니다.

Transliteração 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.

inglês coreano
api api

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

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

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

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 를 보고 WebGL 구현 최소 3개의 공통 조합을 지원하도록 요구하기로 결정했습니다. WebGL 스펙의 섹션 6.8:

Transliteração 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 를 보고 WebGL 구현 최소 3개의 공통 조합을 지원하도록 요구하기로 결정했습니다. WebGL 스펙의 섹션 6.8:

Transliteração 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 유가 있는데, 구체적으로는 WebGL을 사용해 3D로 무언가를 그리기 위해 필요한 3D 수학 지식의 양 문입니다.

Transliteração 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.

inglês coreano
api api

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

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

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

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 를 보고 WebGL 구현 최소 3개의 공통 조합을 지원하도록 요구하기로 결정했습니다. WebGL 스펙의 섹션 6.8:

Transliteração 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 유가 있는데, 구체적으로는 WebGL을 사용해 3D로 무언가를 그리기 위해 필요한 3D 수학 지식의 양 문입니다.

Transliteração 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.

inglês coreano
api api

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

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

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

EN And here's the image rendered in WebGL. NOTE: If you are running this locally you'll need a simple web server to allow WebGL to load the images. See here for how to setup one up in couple of minutes.

KO 그리고 여기 WebGL에서 렌더링된 미지입니다. 참고: 로컬에서 실행하는 경우 WebGL에서 미지를 로드할 수 있도록 간단한 웹 서버가 필요합니다. 설정하는 방법은 여기를 봐주세요.

Transliteração geuligo yeogi WebGLeseo lendeolingdoen imijiibnida. chamgo: lokeol-eseo silhaenghaneun gyeong-u WebGLeseo imijileul lodeuhal su issdolog gandanhan web seobeoga pil-yohabnida. seoljeonghaneun bangbeob-eun yeogileul bwajuseyo.

EN And here's the image rendered in WebGL. NOTE: If you are running this locally you'll need a simple web server to allow WebGL to load the images. See here for how to setup one up in couple of minutes.

KO 그리고 여기 WebGL에서 렌더링된 미지입니다. 참고: 로컬에서 실행하는 경우 WebGL에서 미지를 로드할 수 있도록 간단한 웹 서버가 필요합니다. 설정하는 방법은 여기를 봐주세요.

Transliteração geuligo yeogi WebGLeseo lendeolingdoen imijiibnida. chamgo: lokeol-eseo silhaenghaneun gyeong-u WebGLeseo imijileul lodeuhal su issdolog gandanhan web seobeoga pil-yohabnida. seoljeonghaneun bangbeob-eun yeogileul bwajuseyo.

EN And here's the image rendered in WebGL. NOTE: If you are running this locally you'll need a simple web server to allow WebGL to load the images. See here for how to setup one up in couple of minutes.

KO 그리고 여기 WebGL에서 렌더링된 미지입니다. 참고: 로컬에서 실행하는 경우 WebGL에서 미지를 로드할 수 있도록 간단한 웹 서버가 필요합니다. 설정하는 방법은 여기를 봐주세요.

Transliteração geuligo yeogi WebGLeseo lendeolingdoen imijiibnida. chamgo: lokeol-eseo silhaenghaneun gyeong-u WebGLeseo imijileul lodeuhal su issdolog gandanhan web seobeoga pil-yohabnida. seoljeonghaneun bangbeob-eun yeogileul bwajuseyo.

EN The console tab in the drawer now correctly remembers its state correctly after a reload. [crbug.com/328551]

KO 제 서랍(Drawer) 속의 콘솔 탭 재로딩 뒤에도 그에 대한 상태를 바르게 기억합니다. [crbug.com/328551]

Transliteração ije seolab(Drawer) sog-ui konsol taeb-i jaeloding dwiedo geue daehan sangtaeleul baleuge gieoghabnida. [crbug.com/328551]

EN Or more correctly, WebGL is not able to do perspective correct interpolation of varyings.

KO 좀 더 정확하게는 WebGL varying의 원근 교정 보간을 수행할 수 없습니다.

Transliteração jom deo jeonghwaghageneun WebGLi varying-ui wongeun gyojeong bogan-eul suhaenghal su eobs-seubnida.

EN Or more correctly, WebGL is not able to do perspective correct interpolation of varyings.

KO 좀 더 정확하게는 WebGL 베링의 원근 교정 보간을 수행할 수 없습니다.

Transliteração jom deo jeonghwaghageneun WebGLi beling-ui wongeun gyojeong bogan-eul suhaenghal su eobs-seubnida.

EN Or more correctly, WebGL is not able to do perspective correct interpolation of varyings.

KO 좀 더 정확하게는 WebGL 베링의 원근 교정 보간을 수행할 수 없습니다.

Transliteração jom deo jeonghwaghageneun WebGLi beling-ui wongeun gyojeong bogan-eul suhaenghal su eobs-seubnida.

EN Image processing is easy in WebGL. How easy? Read below. This is a continuation from WebGL Fundamentals. If you haven't read that I'd suggest going there first.

KO WebGL에서 미지 처리는 쉽습니다. 어떻게 쉽냐구요? 아래를 보시죠. 글은 WebGL 기초에서 어집니다. 아직 읽지 않았다면 거기부터 가보는 게 좋습니다.

Transliteração WebGLeseo imiji cheolineun swibseubnida. eotteohge swibnyaguyo? alaeleul bosijyo. i geul-eun WebGL gicho-eseo ieojibnida. ajig ilgji anh-assdamyeon geogibuteo gaboneun ge johseubnida.

EN I hope this and the preceding examples have made WebGL seem a little more approachable and I hope starting with 2D helps make WebGL a little easier to understand

KO 것과 앞선 예제들 WebGL을 좀 더 접근하기 쉽게 보도록 만들었기를 바라며, 2D로 시작한 것 WebGL을 좀 더 해하기 쉽게 만드는 데에 도움 되었기를 바랍니다

Transliteração igeosgwa apseon yejedeul-i WebGLeul jom deo jeobgeunhagi swibge boidolog mandeul-eossgileul balamyeo, 2Dlo sijaghan geos-i WebGLeul jom deo ihaehagi swibge mandeuneun dee doum-i doeeossgileul balabnida

EN This post is a continuation of many articles about WebGL. The last one was about using Canvas 2D for rendering text over a WebGL canvas. If you haven't read it you might want to check that out before continuing.

KO 포스트는 WebGL에 관한 많은 글에서 어집니다. 마지막은 WebGL Canvas 위에 Canvas 2D를 사용한 텍스트 렌더링에 대한었는데요. 아직 읽지 않았다면 계속하기 전에 확인해보는 게 좋습니다.

Transliteração i poseuteuneun WebGLe gwanhan manh-eun geul-eseo ieojibnida. majimag-eun WebGL Canvas wie Canvas 2Dleul sayonghan tegseuteu lendeoling-e daehan geos-ieossneundeyo. ajig ilgji anh-assdamyeon gyesoghagi jeon-e hwag-inhaeboneun ge johseubnida.

EN This tells WebGL to supply premultiplied alpha values to gl.texImage2D and gl.texSubImage2D. If the data passed to gl.texImage2D is already premultiplied as it is for Canvas 2D data then WebGL can just pass it through.

KO 는 미리 곱한 알파 값을 gl.texImage2D와 gl.texSubImage2D에 제공하라고 WebGL에 지시합니다. gl.texImage2D에 전달된 데터가 미 Canvas 2D 데터처럼 미리 곱해졌다면 WebGL은 그냥 전달만 합니다.

Transliteração ineun mili gobhan alpa gabs-eul gl.texImage2Dwa gl.texSubImage2De jegonghalago WebGLe jisihabnida. gl.texImage2De jeondaldoen deiteoga imi Canvas 2D deiteocheoleom mili gobhaejyeossdamyeon WebGLeun geunyang jeondalman habnida.

EN This is a continuation from WebGL Fundamentals. WebGL sometimes appears complicated to learn because most lessons go over everything all at once. I'll try to avoid that where possible and break it down into smaller pieces.

KO 건 WebGL 기초에서 어지는 글입니다. 대부분의 WebGL 강의들은 모든걸 한 번에 다루기 문에 배우기 복잡해 보기도 하는데요. 가능한 한 그것을 피하기 위해 더 작게 나눠보려고 합니다.

Transliteração igeon WebGL gicho-eseo ieojineun geul-ibnida. daebubun-ui WebGL gang-uideul-eun modeungeol han beon-e dalugi ttaemun-e baeugi bogjabhae boigido haneundeyo. ganeunghan han geugeos-eul pihagi wihae deo jagge nanwobolyeogo habnida.

EN That's most of my minimum set of WebGL boilerplate code. You can find webgl-utils.js code here. If you want something slightly more organized check out TWGL.js.

KO 여기까지가 최소한의 WebGL boilerplate 코드 모음입니다. webgl-utils.js 코드는 여기에서 찾으실 수 있습니다. 좀 더 정리된 것을 원하신다면 TWGL.js를 확인해주세요.

Transliteração yeogikkajiga choesohan-ui WebGL boilerplate kodeu mo-eum-ibnida. webgl-utils.js kodeuneun yeogieseo chaj-eusil su issseubnida. jom deo jeonglidoen geos-eul wonhasindamyeon TWGL.jsleul hwag-inhaejuseyo.

EN I've noticed some OpenGL developers having issues with how WebGL treats alpha in the backbuffer (ie, the canvas), so I thought it might be good to go over some of the differences between WebGL and OpenGL related to alpha.

KO WebGL backbuffer(ie, 캔버스)에서 alpha를 처리하는 방법에 문제를 겪는 일부 OpenGL 개발자들을 발견해서, alpha와 관련하여 WebGL과 OpenGL의 차점을 살펴보는 것도 좋을 것라 생각했습니다.

Transliteração WebGLi backbuffer(ie, kaenbeoseu)eseo alphaleul cheolihaneun bangbeob-e munjeleul gyeokkneun ilbu OpenGL gaebaljadeul-eul balgyeonhaeseo, alphawa gwanlyeonhayeo WebGLgwa OpenGLui chaijeom-eul salpyeoboneun geosdo joh-eul geos-ila saeng-gaghaessseubnida.

inglês coreano
opengl opengl

EN The point of all of this is to give a developer that is new to WebGL an understanding of WebGL at its core

KO 이 모든 것의 요점은 WebGL 처음인 개발자에게 WebGL 핵심에 대한 이해를 제공하는 겁니다

Transliteração i modeun geos-ui yojeom-eun WebGLi cheoeum-in gaebalja-ege WebGL haegsim-e daehan ihaeleul jegonghaneun geobnida

EN Be aware that most if not all Canvas 2D implementations work with pre-multiplied alpha. That means when you transfer them to WebGL and UNPACK_PREMULTIPLY_ALPHA_WEBGL is false WebGL will convert them back to un-premultipiled.

KO 대부분의 Canvas 2D 구현은 pre-multiplied alpha로 작동한다는 점에 유의하세요. 는 WebGL로 전송하고 UNPACK_PREMULTIPLY_ALPHA_WEBGL false일 WebGL 다시 un-premultipiled로 전환할 것임을 의미합니다.

Transliteração daebubun-ui Canvas 2D guhyeon-eun pre-multiplied alphalo jagdonghandaneun jeom-e yuuihaseyo. ineun WebGLlo jeonsonghago UNPACK_PREMULTIPLY_ALPHA_WEBGLi falseil ttae WebGLi dasi un-premultipiledlo jeonhwanhal geos-im-eul uimihabnida.

EN So, the way WebGL, and OpenGL ES on which WebGL is based, gets around this is it calls rows "columns".

KO 따라서, WebGL과 WebGL의 기반 된 OpenGL ES에서 를 해결 하는 방법은 행을 "열"라고 부르는 겁니다.

Transliteração ttalaseo, WebGLgwa WebGLui giban-i doen OpenGL ESeseo ileul haegyeol haneun bangbeob-eun haeng-eul "yeol"ilago buleuneun geobnida.

inglês coreano
opengl opengl

EN webgl-helpers: Scripts to help with WebGL

KO webgl-helpers: WebGL에 도움 되는 스크립트

Transliteração webgl-helpers: WebGLe doum-i doeneun seukeulibteu

EN Image processing is easy in WebGL. How easy? Read below. This is a continuation from WebGL Fundamentals. If you haven't read that I'd suggest going there first.

KO WebGL에서 미지 처리는 쉽습니다. 어떻게 쉽냐구요? 아래를 보시죠. 글은 WebGL 기초에서 어집니다. 아직 읽지 않았다면 거기부터 가보는 게 좋습니다.

Transliteração WebGLeseo imiji cheolineun swibseubnida. eotteohge swibnyaguyo? alaeleul bosijyo. i geul-eun WebGL gicho-eseo ieojibnida. ajig ilgji anh-assdamyeon geogibuteo gaboneun ge johseubnida.

EN Similarly to the way WebGL expects clip space coordinates when rendering instead of pixels, WebGL expects texture coordinates when reading a texture

KO 렌더링할 WebGL 픽셀 대신 클립 공간 좌표를 유추하는 것과 마찬가지로, 텍스처를 읽을 WebGL은 텍스처 좌표를 유추합니다

Transliteração lendeolinghal ttae WebGLi pigsel daesin keullib gong-gan jwapyoleul yuchuhaneun geosgwa machangajilo, tegseucheoleul ilg-eul ttae WebGLeun tegseucheo jwapyoleul yuchuhabnida

EN I hope this and the preceding examples have made WebGL seem a little more approachable and I hope starting with 2D helps make WebGL a little easier to understand

KO 것과 앞선 예제들 WebGL을 좀 더 접근하기 쉽게 보도록 만들었기를 바라며, 2D로 시작한 게 WebGL을 더 쉽게 해하는 데에 도움 되었기를 바랍니다

Transliteração igeosgwa apseon yejedeul-i WebGLeul jom deo jeobgeunhagi swibge boidolog mandeul-eossgileul balamyeo, 2Dlo sijaghan ge WebGLeul deo swibge ihaehaneun dee doum-i doeeossgileul balabnida

EN This post is a continuation of many articles about WebGL. The last one was about using Canvas 2D for rendering text over a WebGL canvas. If you haven't read it you might want to check that out before continuing.

KO 포스트는 WebGL에 관한 많은 글에서 어집니다. 마지막은 WebGL Canvas 위에 Canvas 2D를 사용한 텍스트 렌더링에 대한었는데요. 아직 읽지 않았다면 계속하기 전에 확인해보는 게 좋습니다.

Transliteração i poseuteuneun WebGLe gwanhan manh-eun geul-eseo ieojibnida. majimag-eun WebGL Canvas wie Canvas 2Dleul sayonghan tegseuteu lendeoling-e daehan geos-ieossneundeyo. ajig ilgji anh-assdamyeon gyesoghagi jeon-e hwag-inhaeboneun ge johseubnida.

EN This tells WebGL to supply premultiplied alpha values to gl.texImage2D and gl.texSubImage2D. If the data passed to gl.texImage2D is already premultiplied as it is for Canvas 2D data then WebGL can just pass it through.

KO 는 미리 곱한 알파 값을 gl.texImage2D와 gl.texSubImage2D에 제공하라고 WebGL에 지시합니다. gl.texImage2D에 전달된 데터가 미 Canvas 2D 데터처럼 미리 곱해졌다면 WebGL은 그냥 전달만 합니다.

Transliteração ineun mili gobhan alpa gabs-eul gl.texImage2Dwa gl.texSubImage2De jegonghalago WebGLe jisihabnida. gl.texImage2De jeondaldoen deiteoga imi Canvas 2D deiteocheoleom mili gobhaejyeossdamyeon WebGLeun geunyang jeondalman habnida.

EN This is a continuation from WebGL Fundamentals. WebGL sometimes appears complicated to learn because most lessons go over everything all at once. I'll try to avoid that where possible and break it down into smaller pieces.

KO 건 WebGL 기초에서 어지는 글입니다. 대부분의 WebGL 강의들은 모든걸 한 번에 다루기 문에 배우기 복잡해 보기도 하는데요. 가능한 한 그것을 피하기 위해 더 작게 나눠보려고 합니다.

Transliteração igeon WebGL gicho-eseo ieojineun geul-ibnida. daebubun-ui WebGL gang-uideul-eun modeungeol han beon-e dalugi ttaemun-e baeugi bogjabhae boigido haneundeyo. ganeunghan han geugeos-eul pihagi wihae deo jagge nanwobolyeogo habnida.

EN That's most of my minimum set of WebGL boilerplate code. You can find webgl-utils.js code here. If you want something slightly more organized check out TWGL.js.

KO 여기까지가 최소한의 WebGL 상용구 코드 모음입니다. webgl-utils.js 코드는 여기에서 찾으실 수 있습니다. 좀 더 정리된 것을 원하신다면 TWGL.js를 확인해주세요.

Transliteração yeogikkajiga choesohan-ui WebGL sang-yong-gu kodeu mo-eum-ibnida. webgl-utils.js kodeuneun yeogieseo chaj-eusil su issseubnida. jom deo jeonglidoen geos-eul wonhasindamyeon TWGL.jsleul hwag-inhaejuseyo.

EN I've noticed some OpenGL developers having issues with how WebGL treats alpha in the backbuffer (ie, the canvas), so I thought it might be good to go over some of the differences between WebGL and OpenGL related to alpha.

KO WebGL 백버퍼(ie, 캔버스)에서 알파를 처리하는 방법에 문제를 겪는 일부 OpenGL 개발자들을 발견해서, 알파와 관련하여 WebGL과 OpenGL의 차점을 살펴보는 것도 좋을 것라 생각했습니다.

Transliteração WebGLi baegbeopeo(ie, kaenbeoseu)eseo alpaleul cheolihaneun bangbeob-e munjeleul gyeokkneun ilbu OpenGL gaebaljadeul-eul balgyeonhaeseo, alpawa gwanlyeonhayeo WebGLgwa OpenGLui chaijeom-eul salpyeoboneun geosdo joh-eul geos-ila saeng-gaghaessseubnida.

inglês coreano
opengl opengl

EN Be aware that most if not all Canvas 2D implementations work with pre-multiplied alpha. That means when you transfer them to WebGL and UNPACK_PREMULTIPLY_ALPHA_WEBGL is false WebGL will convert them back to un-premultipiled.

KO 대부분의 Canvas 2D 구현은 pre-multiplied 알파로 작동한다는 점에 유의하세요. 는 WebGL로 전송하고 UNPACK_PREMULTIPLY_ALPHA_WEBGL false일 WebGL 다시 un-premultipiled로 전환할 것임을 의미합니다.

Transliteração daebubun-ui Canvas 2D guhyeon-eun pre-multiplied alpalo jagdonghandaneun jeom-e yuuihaseyo. ineun WebGLlo jeonsonghago UNPACK_PREMULTIPLY_ALPHA_WEBGLi falseil ttae WebGLi dasi un-premultipiledlo jeonhwanhal geos-im-eul uimihabnida.

EN The point of all of this is to give a developer that is new to WebGL an understanding of WebGL at its core

KO 이 모든 것의 요점은 WebGL 처음인 개발자에게 WebGL 핵심에 대한 이해를 제공하는 겁니다

Transliteração i modeun geos-ui yojeom-eun WebGLi cheoeum-in gaebalja-ege WebGL haegsim-e daehan ihaeleul jegonghaneun geobnida

EN So, the way WebGL, and OpenGL ES on which WebGL is based, gets around this is it calls rows "columns".

KO 따라서, WebGL과 WebGL의 기반 된 OpenGL ES에서 를 해결 하는 방법은 행을 "열"라고 부르는 겁니다.

Transliteração ttalaseo, WebGLgwa WebGLui giban-i doen OpenGL ESeseo ileul haegyeol haneun bangbeob-eun haeng-eul "yeol"ilago buleuneun geobnida.

inglês coreano
opengl opengl

EN webgl-helpers: Scripts to help with WebGL

KO webgl-helpers: WebGL에 도움 되는 스크립트

Transliteração webgl-helpers: WebGLe doum-i doeneun seukeulibteu

EN Image processing is easy in WebGL. How easy? Read below. This is a continuation from WebGL Fundamentals. If you haven't read that I'd suggest going there first.

KO WebGL에서 미지 처리는 쉽습니다. 어떻게 쉽냐구요? 아래를 보시죠. 글은 WebGL 기초에서 어집니다. 아직 읽지 않았다면 거기부터 가보는 게 좋습니다.

Transliteração WebGLeseo imiji cheolineun swibseubnida. eotteohge swibnyaguyo? alaeleul bosijyo. i geul-eun WebGL gicho-eseo ieojibnida. ajig ilgji anh-assdamyeon geogibuteo gaboneun ge johseubnida.

EN Similarly to the way WebGL expects clip space coordinates when rendering instead of pixels, WebGL expects texture coordinates when reading a texture

KO 렌더링할 WebGL 픽셀 대신 클립 공간 좌표를 유추하는 것과 마찬가지로, 텍스처를 읽을 WebGL은 텍스처 좌표를 유추합니다

Transliteração lendeolinghal ttae WebGLi pigsel daesin keullib gong-gan jwapyoleul yuchuhaneun geosgwa machangajilo, tegseucheoleul ilg-eul ttae WebGLeun tegseucheo jwapyoleul yuchuhabnida

EN I hope this and the preceding examples have made WebGL seem a little more approachable and I hope starting with 2D helps make WebGL a little easier to understand

KO 것과 앞선 예제들 WebGL을 좀 더 접근하기 쉽게 보도록 만들었기를 바라며, 2D로 시작한 게 WebGL을 더 쉽게 해하는 데에 도움 되었기를 바랍니다

Transliteração igeosgwa apseon yejedeul-i WebGLeul jom deo jeobgeunhagi swibge boidolog mandeul-eossgileul balamyeo, 2Dlo sijaghan ge WebGLeul deo swibge ihaehaneun dee doum-i doeeossgileul balabnida

EN This post is a continuation of many articles about WebGL. The last one was about using Canvas 2D for rendering text over a WebGL canvas. If you haven't read it you might want to check that out before continuing.

KO 포스트는 WebGL에 관한 많은 글에서 어집니다. 마지막은 WebGL Canvas 위에 Canvas 2D를 사용한 텍스트 렌더링에 대한었는데요. 아직 읽지 않았다면 계속하기 전에 확인해보는 게 좋습니다.

Transliteração i poseuteuneun WebGLe gwanhan manh-eun geul-eseo ieojibnida. majimag-eun WebGL Canvas wie Canvas 2Dleul sayonghan tegseuteu lendeoling-e daehan geos-ieossneundeyo. ajig ilgji anh-assdamyeon gyesoghagi jeon-e hwag-inhaeboneun ge johseubnida.

EN This tells WebGL to supply premultiplied alpha values to gl.texImage2D and gl.texSubImage2D. If the data passed to gl.texImage2D is already premultiplied as it is for Canvas 2D data then WebGL can just pass it through.

KO 는 미리 곱한 알파 값을 gl.texImage2D와 gl.texSubImage2D에 제공하라고 WebGL에 지시합니다. gl.texImage2D에 전달된 데터가 미 Canvas 2D 데터처럼 미리 곱해졌다면 WebGL은 그냥 전달만 합니다.

Transliteração ineun mili gobhan alpa gabs-eul gl.texImage2Dwa gl.texSubImage2De jegonghalago WebGLe jisihabnida. gl.texImage2De jeondaldoen deiteoga imi Canvas 2D deiteocheoleom mili gobhaejyeossdamyeon WebGLeun geunyang jeondalman habnida.

EN This is a continuation from WebGL Fundamentals. WebGL sometimes appears complicated to learn because most lessons go over everything all at once. I'll try to avoid that where possible and break it down into smaller pieces.

KO 건 WebGL 기초에서 어지는 글입니다. 대부분의 WebGL 강의들은 모든걸 한 번에 다루기 문에 배우기 복잡해 보기도 하는데요. 가능한 한 그것을 피하기 위해 더 작게 나눠보려고 합니다.

Transliteração igeon WebGL gicho-eseo ieojineun geul-ibnida. daebubun-ui WebGL gang-uideul-eun modeungeol han beon-e dalugi ttaemun-e baeugi bogjabhae boigido haneundeyo. ganeunghan han geugeos-eul pihagi wihae deo jagge nanwobolyeogo habnida.

EN That's most of my minimum set of WebGL boilerplate code. You can find webgl-utils.js code here. If you want something slightly more organized check out TWGL.js.

KO 여기까지가 최소한의 WebGL 상용구 코드 모음입니다. webgl-utils.js 코드는 여기에서 찾으실 수 있습니다. 좀 더 정리된 것을 원하신다면 TWGL.js를 확인해주세요.

Transliteração yeogikkajiga choesohan-ui WebGL sang-yong-gu kodeu mo-eum-ibnida. webgl-utils.js kodeuneun yeogieseo chaj-eusil su issseubnida. jom deo jeonglidoen geos-eul wonhasindamyeon TWGL.jsleul hwag-inhaejuseyo.

EN I've noticed some OpenGL developers having issues with how WebGL treats alpha in the backbuffer (ie, the canvas), so I thought it might be good to go over some of the differences between WebGL and OpenGL related to alpha.

KO WebGL 백버퍼(ie, 캔버스)에서 알파를 처리하는 방법에 문제를 겪는 일부 OpenGL 개발자들을 발견해서, 알파와 관련하여 WebGL과 OpenGL의 차점을 살펴보는 것도 좋을 것라 생각했습니다.

Transliteração WebGLi baegbeopeo(ie, kaenbeoseu)eseo alpaleul cheolihaneun bangbeob-e munjeleul gyeokkneun ilbu OpenGL gaebaljadeul-eul balgyeonhaeseo, alpawa gwanlyeonhayeo WebGLgwa OpenGLui chaijeom-eul salpyeoboneun geosdo joh-eul geos-ila saeng-gaghaessseubnida.

inglês coreano
opengl opengl

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