专有词汇翻译记录
Records Chinese translations of OpenGL and graphics programming terms for consistent use across a translation project.
What this file does
Records Chinese translations of OpenGL and graphics programming terms for consistent use across a translation project.
When to use it
- Translating an OpenGL tutorial into Chinese
- Building a bilingual glossary for graphics programming
- Standardizing terminology across a multi-contributor translation
- Reviewing or updating existing Chinese translations of OpenGL content
Assumes this stack
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:元素缓冲对象(EBO) 或 Index Buffer Object:索引缓冲对象(IBO)
- 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,光栅器
- 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,纹素
- (Bi)linear Filtering:线性过滤
- Magnify:放大
- Minify:缩小
- Mipmap:多级渐远纹理
- Level (Mipmap):级别
- Channel:通道
- Sampler:采样器
- Texture Unit:纹理单元
- Texture Wrapping:纹理环绕
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:风氏光照模型
- 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:风氏着色
02-03
- Material:材质
- Struct:结构体
- Layout:布局
- Light Property:光照属性
- Scatter(光):散射
02-04
- Map:贴图
- Diffuse Map:漫反射贴图
- Opaque Type:不透明类型
- Specular Map:镜面光贴图
- Normal Map:法线贴图
- Bump Map:凹凸贴图
- Reflection Map:反射贴图
- Emission Map:放射光贴图
- Emission Value:发光值
02-05
- Cast(光):投射
- Light Caster:投光物
- Directional Light:定向光
- Point Light:点光源
- Spotlight:聚光
- Positional Light Source:位置光源
- Fixed-functionality (OpenGL):固定函数式
- Attenuation:衰减
- Cutoff Angle:切光角
- Flashlight:手电筒
03-01
- Model:模型
- Import:导入
- 3D Modeling Tool:3D建模工具
- uv-mapping:UV映射
- Assimp:Assimp
- Asset:资产
- Node:节点
- Mesh:网格
- Face:面
03-02
- Sequential:连续
- Byte Offset:字节偏移量
- Translate:转化
- Concatenate:拼接
03-03
- vector(模板类):vector
- Post-processing:后期处理
- Recursive Fuction:递归函数
- Exit Condition:退出条件
- Local Path:本地路径
- Relative Path:相对路径
- Absolute Path:绝对路径
- Crytek:Crytek
- Crysis:孤岛危机
- Nanosuit:纳米装
04-01
- Depth Buffer:深度缓冲
- Depth Value:深度值
- z-buffer:z缓冲
- Stencil Testing:模板测试
- Early Depth Testing:提前深度测试
- Discard:丢弃
- Read-only:只读的
- Enable:启用
- Disable:禁用
- Depth Mask:深度掩码
- Depth Function:深度函数
- Near(平截头体):近平面
- Far(平截头体):远平面
- Linear Depth Buffer:线性深度缓冲
- Z-fighting:深度冲突
- Coplanar:共面
- Anti z-fighting:抗深度冲突
04-02
- Stencil Buffer:模板缓冲
- Stencil Value:模板值
- Bitmask:位掩码
- Stencil Mask:模板掩码
- Stencil Test Function:模板测试函数
- Reference Value:参考值
- Object Outlining:物体轮廓
- Write:写入
- Gaussian Blur:高斯模糊
- Filter(后期处理):滤镜
- Shadow Volume:阴影体积
04-03
- Blending:混合
- Transparency:透明(度)
- Solid Color:纯色
- Alpha Value(透明度):Alpha值
- Source Color Vector:源颜色向量
- Destination Color Vector:目标颜色向量
- Source Factor Value:源因子值
- Destination Factor Value:目标因子值
- Blend Equation:混合方程
- Reverse Iterator:反向迭代器
- Order Independent Transparency:次序无关透明度
04-04
- Side(面):侧
- Face Culling:面剔除
- Front Facing:面向
- Back Facing:背向
- Front Face:正向面
- Back Face:背向面
- Winding Order:环绕顺序
- Front-facing Triangle:正向三角形
- Back-facing Triangle:背向三角形
- Cull:剔除
04-05
- Framebuffer:帧缓冲
- Framebuffer Object:帧缓冲对象
- Complete(缓冲):完整
- Off-screen Rendering:离屏渲染
- Renderbuffer Object:渲染缓冲对象
- Attach:附加
- Format:格式
- Internalformat:内部格式
- General Purpose Data Buffer:通用数据缓冲
- Pass:处理阶段
- Inversion:反相
- Grayscale:灰度
- Weighted:加权
- Kernel:核
- Convolution Matrix:卷积矩阵
- Weight:权重
- Sharpen:锐化
- Blur:模糊
- Edge-detection:边缘检测
04-06
- Cube Map:立方体贴图
- Skybox:天空盒
- Environment Mapping:环境映射
- Reflection:反射
- Refraction:折射
- Reflection Map:反射贴图
- Snell's Law:斯涅尔定律
- Refractive Index:折射率
- Single-side Refraction:单面折射
- Dynamic Environment Mapping:动态环境映射
04-07
- Buffer Target:缓冲目标
- Reserve(内存):预留
- Unmapping:解除映射
- Interleave:交错
- Uniform Buffer Object:Uniform缓冲对象
04-08
- Built-in Variable:内建变量
- Particle Generation:粒子生成
- Window Space:窗口空间
- Read-only:只读
- Depth Condition:深度条件
- Interface Block:接口块
- Geometry Shader:几何着色器
- Uniform Block:Uniform块
- Uniform Block Layout:Uniform块布局
- Spacing:间距
- Shared Layout:共享布局
- Pad:填充
- Padding:填充量
- Base Alignment:基准对齐量
- Aligned Offset:对齐偏移量
- Packed Layout:紧凑布局
- Binding Point:绑定点
- Uniform Block Index:Uniform块索引
- Skeletal Animation:骨骼动画
04-09
- Qualifier:修饰符
- Emitted:发射出的
- Emit:发射
- Voxel:体素
- Explode:爆破
- Implode:向内爆炸
- Fur:毛发
04-10
- CPU to GPU Bus:CPU到GPU总线
- Instance:实例
- Instancing:实例化
- Instance Count:实例数量
- Instanced Array:实例化数组
- Attribute Divisor:属性除数
04-11
- Jagged Edge:锯齿边缘
- Aliasing:走样
- Anti-aliasing:抗锯齿
- Super Sample Anti-aliasing, SSAA:超采样抗锯齿
- Downsample:下采样
- Multisample Anti-aliasing, MSAA:多重采样抗锯齿
- Sample Point:采样点
- Subsample:子采样点
- Multisample Buffer:多重采样缓冲
- Hint (GLFW):提示
- Resolve:还原
- Blit:位块传送
05-01
- Blinn-Phong Model:Blinn-Phong模型
- Halfway Vector:半程向量
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
What's inside
24 sections by chapter, each listing new terms with their Chinese translations
Change this for your project
- Replace section headings like
01-01with your own chapter numbering - Replace terms like
LearnOpenGL-CNwith your repository name if used elsewhere
Where it goes
Keep it in your repository where the agent or team that needs it will read it.
Worth borrowing
- Organize glossary entries by the chapter where they first appear
- Include both the original English term and its Chinese translation in a consistent format
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