英语翻译期末英语翻译作业.必须人工翻译,不是网上翻译.一句一翻译,The documentation in this i
1个回答

由于不熟计算机专业,有些名词可能有误,请您自己修正.

The documentation in this interface is normative with respect to instance variable names and values, method names and signatures, and exception behavior. The remaining documentation is placed here for convenience and does not replace the normative documentation found in the EGL specification and relevant extension specifications. EGL documentation is available at the Khronos web site.

本界面的文档是关于实例变量名称与变量值、方法名称与签名、以及异常行为的规范.其余的文档放在此处只是为了方便起见,并不能替代EGL规格和相关扩展规格里的规范文件.

EGL的文件可以在Khronos网站里找到.

Extensions may return values or allow arguments to take on values other than those listed in this specification. Implementations that provide a given extension must pass such values to and from the underlying engine.

扩展返回的值或允许参数采用的值可能会与本规格所列出的值有所不同.一个指定扩展的实现必须将这些值在基础引擎中来回传递.

If a method throws an exception, the state of the underlying EGL engine is left intact.

All OpenGL ES drawing (except to Pbuffer surfaces) must be preceded by a call to eglWaitNative(EGL10.EGL_CORE_NATIVE_ENGINE, target) where target is a platform-specific object describing the rendering target, and followed by a call to eglWaitGL(). Between these calls, the results of calls or calls to any other drawing API, such as MIDP, JSR 184, java.awt, etc., are undefined. When drawing to an image, the results are not guaranteed to appear in the image pixels until eglWaitGL has returned.

如果某个方法引发异常,EGL基础引擎的状态将保持不变.所有的OpenGL ES绘图(除了P缓冲图面)之前必须调用eglWaitNative (EGL10.EGL_CORE_NATIVE_ENGINE, 目标),这目标是平台特定对象描述的呈现目标,然后接着调用eglWaitGL.在这些调用之间,其调用结果或向其他绘图应用程序界面的调用,如MIDP、JSR 184、java.awt等等,都是没有定义的.当绘制图像时,eglWaitGL返回之前,结果是否会在图像像素中显现是没有保证的.

It is not required that calls to methods of this interface be mapped one-to-one onto calls to functions in the underlying EGL implementation. Implementations may contain logic to manage configurations, drawing surface access, threading issues, etc., as required in order to integrate EGL-based APIs with other platform drawing APIs. For example, an implementation that makes use of a software back buffer may translate a call to EGL10.eglCreateWindowSurface into a call to the native function eglCreatePixmapSurface targeting the buffer. Naturally, hardware-accelerated implementations should endeavor to avoid such workarounds.

本界面方法的调用无需一对一地映射到基础EGL实现职能的调用.为了把基于EGL的应用程序界面结合其他平台制图的应用程序界面的要求,实现可能会含有管理配置、绘图图面的访问、线程处理问题等的逻辑.比如,一个利用软件后缓存的实现可能会将EGL10.eglCreateWindowSurface 的调用转化为针对缓冲的本机函数eglCreatePixmapSurface.当然,硬件加速实现应该尽量避免这种替代方法.

Drawing to a Pbuffer

P缓冲的绘图

A Pbuffer is an invisible, possibly hardware-accelerated buffer. Pbuffer surfaces are created using the EGL10.eglCreatePbufferSurface method. Pbuffers are accessible only from EGL-based APIs, and follow the rules set out in the EGL specification. Pbuffers may be used in the same manner on any Java platform.

P缓冲是一个无形的、也许是硬件加速的缓冲.P缓冲图面是使用EGL10.eglCreatePbufferSurface方法创建的.只有通过基于EGL应用程序界面,并遵循EGL规格设定的规则才能访问P缓冲.P缓冲可以以相同的方式在任何Java平台使用.

The integration between EGL and specific Java ME platforms is as follows.

EGL与具体Java ME平台的结合如下:

CLDC/MIDP

On the CLDC/MIDP platform, drawing can be performed to four types of targets: javax.microedition.lcdui.Canvas, javax.microedition.lcdui.game.GameCanvas, (mutable) javax.microedition.lcdui.Image, or to a Pbuffer.

The EGL_DEFAULT_DISPLAY token is used to specify a display.

在CLDC/MIDP的平台上,绘图可以对四个目标执行:javax.microedition.lcdui.Canvas、javax.microedition.lcdui.game、GameCanvas(mutable)、 javax.microedition.lcdui.Image或者对P缓冲..

EGL_DEFAULT_DISPLAY标记是用于指定一个显示.

【英语牛人团】