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alienage    
n. 外国人的身份

外国人的身份

alienage
n 1: the quality of being alien [synonym: {alienage}, {alienism}]

Alienage \Al"ien*age\, n. [Cf. OF. ali['e]nage.]
1. The state or legal condition of being an alien.
[1913 Webster]

Note: The disabilities of alienage are removable by
naturalization or by special license from the State of
residence, and in some of the United States by
declaration of intention of naturalization. --Kent.
Wharton.
[1913 Webster]

Estates forfeitable on account of alienage.
--Story.
[1913 Webster]

2. The state of being alienated or transferred to another.
--Brougham.
[1913 Webster]


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英文字典中文字典相关资料:


  • gl_InvocationID - OpenGL 4 Reference Pages - Khronos Group
    <?xml version="1 0" encoding="UTF-8" standalone="no"?>
  • OpenGL 4. 0的Tessellation Shader(细分曲面着色器) - zenny_chen - 博客园
    layout 指示符中的vertices参数所设置的值做了两件事情:它设置了输出patch顶点gl_out的大小;并且指定了细分曲面控制着色器将被执行多少次:对每个输出patch顶点执行一次。 为了确定正在处理哪个输出顶点,细分曲面控制着色器可以使用gl_InvocationID变量。
  • Built-in Variable (GLSL) - OpenGL Wiki - The Khronos Group
    When using non-indexed rendering, it is the effective index of the current vertex (the number of vertices processed + the first value) For indexed rendering, it is the index used to fetch this vertex from the buffer Note: gl_VertexID will have the baseVertex parameter added to the index, if there was such a parameter in the rendering command
  • gl_InvocationID - GLSL 4 - docs. gl
    In the geometry language, gl_InvocationID identifies the invocation number assigned to the geometry shader invocation It is assigned an integer value in the range [0, N-1] where N is the number of geometry shader invocations per primitive
  • LearnOpenGL - Tessellation
    The built-in GLSL variable gl_InvocationID tracks which vertex of the patch we are currently processing We'll use this value to access the proper element within the array
  • Geometry Shader - OpenGL Wiki
    The built-in value gl_InvocationID specifies the particular instance of this shader; it will be on the half-open range [0, num_instances ) The output primitives from instances are ordered by the gl_InvocationID
  • Tessellation Control Shader - OpenGL Wiki - The Khronos Group
    Every TCS invocation for an input patch has access to the same input data, save for gl_InvocationID (see below) which will be different for each invocation So any TCS invocation can look at the input vertex data for the entire input patch
  • OpenGL计算着色器内置变量gl_GlobalInvocationID - CSDN博客
    gl_GlobalInvocationID是当前执行单元在全局工作组中的位置的一种有效的三维索引,它的准确值是gl_WorkGroupID*gl_WorkGroupSize+gl_LocalInvocationID。 在看一下在OpenGL编程指南里关于这个变量的使用:#version 430 corel _glglobalinvocationid
  • gl_InvocationID (3g) — gl-manpages
    In the geometry language, gl_InvocationID identifies the invocation number assigned to the geometry shader invocation It is assigned an integer value in the range [0, N-1] where N is the number of geometry shader invocations per primitive





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