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fix some typo
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SeiyaCooper authored and greggman committed Aug 26, 2023
1 parent ea685cd commit cb23af0
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Expand Up @@ -10,7 +10,7 @@ TOC: WebGL 纹理映射的透视纠正
在"[工作原理](webgl-how-it-works.html)"中我们讲过了可变量的工作原理,
顶点着色器可以声明可变量并给它赋值,一旦顶点着色器被引用 3 次就会画一个三角形。
绘制这个三角形的每个像素都会调用片段着色器获得像素颜色,
在三个顶点之间的点会得到差之后的可变量
在三个顶点之间的点会得到插值之后的可变量

{{{diagram url="resources/fragment-shader-anim.html" width="600" height="400" caption="v_color is interpolated between v0, v1 and v2" }}}

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2 changes: 1 addition & 1 deletion webgl/lessons/zh_cn/webgl-3d-textures.md
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Expand Up @@ -424,7 +424,7 @@ WebGL会从创建的贴图中找到从之前级别贴图插值出的 2×2 贴图
<code>TEXTURE_WRAP_S</code> 和 <code>TEXTURE_WRAP_T</code>,
但是出于某些原因我的图形相关的同事都叫它 Ew-Vees。
</p>
<p>所以现在你就知道了如果有人说 UVs 其实就是再说纹理坐标。</p>
<p>所以现在你就知道了如果有人说 UVs 其实就是在说纹理坐标。</p>
</div>


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