搜索资源列表
OpenGL新功能--顶点缓冲区
- OpenGL新功能--顶点缓冲区-OpenGL new features -- Vertex Buffer
ogl_occlusion_query_nv
- nv最新扩展 gl_occlussion_query 实现遮挡查询,比原来的z-buffer方法更加简单
Play3D010-Binary
- Play3D is a program to play 3D video files using full-screen quad-buffer OpenGL stereo, or red/blue glasses (anaglyph mode). It should play any format that is supported through DirectShow with an appropriate codec. This includes AVI as well as
Gl_ShadowsVolumes.ZIP
- The purpose of this demo is to create shadows using a technique called stencil shadow volumes in a 3d scene. To do this we will not need the shadow matrix from previous demo. In fact in order to perform this all we need is to render the sil
vp_color_mask
- This sample illustrates the use of the glColorMask() to inVega Prime to selectively render to only certain color bands of the frame buffer. This sample defines the class myApp, which is derived from vpApp, and overrides the vpApp::onKeyInput() method
Direct3D_ZBuffer
- 用Direct3D画多个旋转的立方体,用到了Z-Buffer技术,有兴趣的可以看一个.
用双缓冲实现无闪烁动画
- 用双缓冲实现无闪烁动画-achieve double-Flicker-free buffer animation
yuv_main
- 这是一个对352x288(或D1)连续以及各分量阈值处理的代码,看了会对buffer的数据存储以及调用很有帮助
vp_binoculars
- This sample illustrates how to make a simple binocular view in Vega Prime. This is also a good example of how to use the stencil buffer to mask out areas of the screen in vpChannel EVENT_PRE_DRAW and EVENT_POST_DRAW subscribers.
vp_color_mask
- This sample illustrates the use of the glColorMask inVega Prime to selectively render to only certain color bands of the frame buffer. It uses EVENT_PRE_DRAW and EVENT_POST_DRAW vpChannel subscribers to set the color mask so that the channel can be r
vc+mapx缓冲区
- 首先安装MapX控件,该实例能够实现地图标注,缓冲区查询分析,图层控制管理等主要功能。-first install MapX, the case can be achieved marked maps, a buffer for analysis, control and management layers main functions.
jpeg2
- 采集jpeg数据读到缓冲区,利用C语言编程,通过解码jepg得到rgb格式的文件-Acquisition jpeg read data buffer, using the C programming language, decoding jepg be rgb files
Java活动图像程序和游戏编写(Word中文 )
- 长40页的word中文文档: 通过本篇文章能对Java的初学者提供帮助,弄清一些Java编程技巧,如事件,线程,动画,双缓冲图像,复合键控制,等.一方面有助于Java编程学习,另一方面即使使用C或C++编程,本文的算法和技巧也都有相当价值.-the 40-word Chinese Document : This article can be Java beginners to help clarify some of the Java programming techniques such as
大鱼吃小鱼源代码 v3.0
- 大鱼吃小鱼源代码,vc6.0.使用了双缓冲技术-double buffer to draw
OpenGL导入3ds模型的问题
- OpenGL导入3ds模型的问题。本人用lib3ds导入模型后 采用最原始的画三角形的方法遍历模型中所有的点,画出模型 但在光照的时候出现模型表面有很多杂斑(enable了深度缓存)请问 如何去除杂斑?而且如果在场景中添加一个地板 地板会覆盖部分模型(奇怪的是我激活了depth buffer)-3ds and opengl
MyWater.基于vc++使用opengl开发的3D水纹波浪
- 基于vc++使用opengl开发的3D水纹波浪, 场景绘制与渲染 BOOL CMyWaterView::RenderScene() { glClear(GL_COLOR_BUFFER_BIT) glPushMatrix() glScalef(10,1,10) if (!rgb) glColor3f(.31, .41, .97) else glColor3f(1.f,1.f,1.f) glTranslat
vp_binoculars
- 利用VP制作一个望远镜,了解EVENT_PRE_DRAW and EVENT_POST_DRAW 过程-This sample illustrates how to make a simple binocular view in Vega Prime. This is also a good example of how to use the stencil buffer to mask out areas of the screen in vpChannel EVENT_PRE_DRAW an
GDIPlusDemoA
- GDI+例子,有双缓画图,多线程控制等。可以用为学习-GDI+ example, a double buffer drawing, multi-threaded control. Can be used for learning
opengl中使用模板缓存来实现物体影子的源代码
- opengl中使用模板缓存来实现物体影子的源代码。,opengl use stencil buffer to achieve the objects of the source code of the shadow.
BufferAE.rar
- arcengine实现缓冲区分析,C++语言环境,arcengine analysis of the realization of the buffer zone, C++ language environment