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BMP与JPG格式转变的源代码
- BMP与JPG文件格式转变的源代码 一个把BMP压缩成JPG的源代码。 大小:16.4K 附: 1. 编译说明 1) 在VC IDE 选择setting->link> 加jpeg.lib 2) 编译程序 2. 原理 程序首先读BITMAP 文件的各像素点的RGB值, library 做压缩 RGB 缓冲区成JPEG文件或缓冲区。-BMP and JPG file format changes in the source code BMP
mobuffer
- 初学mo的人应该看看,尤其是刚刚接触到buffer的人,很重要的-Beginners should look at the people, especially just exposed to the buffer, a very important
Drectx 3D图形编程实例源代码
- Drectx 3D图形游戏编程实例源代码,包括directx9初始化、图形的着色、顶点缓冲及3D效果等-Drectx game 3D graphics programming source code examples, including directx9 initialization, graphics rendering, a vertex buffer and 3D effects
缓冲区的例子
- 地理信息系统mo和vb中的缓冲区的例子,对地物进行周边地物的进行分析。-mo geographic information system and the buffer vb example, the features for peripheral features for analysis.
以直線的方式讀取影像資料
- 這是以直線的方式快速的讀取影像資料可以減少離散餘弦轉換buffer的使用。沒有密碼可以直接解壓縮-This is a straight line quickly read image data can reduce the discrete cosine transformation buffer use. No password can directly extract
simnature_exe
- 基于高度图的3D地形渲染,其最基本的原理就是,地形上各个点的高度值存于一个文件中(高度图),渲染时,把高度图中的高度数据设为顶点缓冲区中对应顶点的Y坐标值,那么自然就会产生高低起伏的地形了-based on the height map rendering 3D terrain, the basic principle is that the terrain on each of the high value stored in a document (height), and playing
ShadowVolume
- 基于Direct3D Stencil Buffer 的对于Shadow Volume 的讲解,翻译自nVIDIA的讲解。-Buffer on Direct3D Stencil Shadow Volume for the talks, the translation from Nvidia talks.
bmp-jpg
- BMP压缩成JPG的源代码, 原理 程序首先读BITMAP 文件的各像素点的RGB值, library 做压缩 RGB 缓冲区 成JPEG文件或缓冲区.-BMP JPG compressed into the source code, principle procedures BITMAP first reading of the document point pixel RGB value, library so compressed RGB JPEG files into the
Outline_Mode_src
- The author recently had to write some code to outline 3D objects using OpenGL. The author hunted around the Internet for methods to do this, and eventually came across two main techniques. The first involves the use of Polygon Offsets, and the second
RenderSene
- 进行3D场景的渲染——使用显示内存的顶点缓冲区-for rendering 3D scenes -- use of the display buffer memory vertex
MaskCapture
- OK系列MASK动态捕获,实现了帧缓冲处理,作了图象的平均获取.-series MASK dynamic capture and achieve a frame buffer, the average image was obtained.
stencil
- in this program you can learn how to use the accumulation buffer in OpenGL.
Clipping&Reflections
- 该程序教会你如何利用stencil buffer, clipping和multi-texturing构造图形真实的反射。-Church of the procedures you use stencil buffer, clipping and multi-texturing tectonic graphics true reflection.
GeoMedia.BufferZone.1
- GeoMedia的的二次开发,平台geomedia5.2.功能缓冲分析。-GeoMedia of the second development, platform geomedia5.2. Functional analysis of buffer.
JavaPaintPanel
- 用Java实现的画图面板,采用了双缓冲技术-Java achieve drawing panels, a dual buffer technology
stencilbuffer
- stencil buffer(模板缓存)的功能类似于用喷漆往墙上喷标语时所使用的刻有镂空文字的塑料板,多用于将用户绘制的图元限制在规定的区域显示。本例利用它实现了“透视“功能。-stencil buffer (cache templates) similar to the function of painting the walls with slogans sprayed by the the Pierced engraved with the words of plastic sheetin
simple_framebuffer_object
- opengl2.0高级渲染语言提供了新的离屏(off screen)技术FBO(frame buffer object)。本代码简单演示FBO的启动,调用,以及将结果通过2维纹理映射方式显示在屏幕上-opengl2.0 advanced rendering provides a new language from the screen (off screen) Technical F BO (frame buffer object). This simple demonstration code
simple_draw_buffers
- 本代码演示opengl高级渲染技术中的多个缓存的绘制技术。使用了opengl的扩展ATI_draw_buffers,分别绘制了四个不同的茶壶,每个buffer可以按要求最终显示到屏幕的不同位置。-High opengl rendering technology in various cache mapping technology. The use of the expansion ATI_draw_buffers opengl, each of the four different mappi
PcxDecode
- pcx的解码程序,将任一PCX源图转换成RGB565,直接写入指定的buffer-nil decoding process, as a source of PCX map into RGB565, directly into the designated buffer
BKSpatialAnalysis
- 空间分析程序 完成基本几何图形的绘制,并且完成gis里缓冲区分析,部分完成了多边形之间关系的功能!但有待扩充。-spatial analysis procedures are completed basic geometric figure drawing, and completed gis Lane buffer analysis, the completion of the relationship between the polygon functions! But to be expa