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该程序的功能是从缓冲区中读取键入字符并显示在屏幕上,当按下left_shift键(扫描码为42d)的同时,又按下0-9或a-z等键,则显示键的上档符号或大写字母。按动除left_shift键以外的控制键或功能键时,则退出。 -The program s function is to read from the buffer and type the characters displayed on the screen, when the press left_shift key (scan code for 42d) while pressing the keys 0-9 or az, etc., it shows the key file symbols or capital letters. In addition to keys pressed left_shift outside the control keys or function keys, then exit.
Update : 2024-05-02 Size : 1024 Publisher : Whitebird

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章目录: 前言 1 开发环境 2 使用 COM 组件 3 第一个程序-初始化 Direct3D 3.1 创建程序框架 3.2 初始化 Direct3D 3.3 渲染 3.4 释放接口 4 画一个三角形 4.1 一些数学概念 4.2 画一个三角形 5 画一个三棱锥-索引缓存和 Z 缓存 5.1 什么是索引缓存 5.2 创建索引缓存 -Chapter Contents: Preface 1 development environment to use COM component 2, paragraph 3 a program- created to initialize Direct3D 3.1 Framework 3.2 to initialize rendering Direct3D 3.3 release 3.4 interface 4 draw a triangle of some mathematical concepts 4.1 a 4.2 draw draw a triangle 5 Three pyramid- Z index cache and cache buffer 5.1 What is the index of 5.2 to create the index cache
Update : 2024-05-02 Size : 326656 Publisher :

章目录: 前言 1 开发环境 2 使用 COM 组件 3 第一个程序-初始化 Direct3D 3.1 创建程序框架 3.2 初始化 Direct3D 3.3 渲染 3.4 释放接口 4 画一个三角形 4.1 一些数学概念 4.2 画一个三角形 5 画一个三棱锥-索引缓存和 Z 缓存 5.1 什么是索引缓存 5.2 创建索引缓存 -Chapter Contents: Preface 1 development environment to use COM component 2, paragraph 3 a program- created to initialize Direct3D 3.1 Framework 3.2 to initialize rendering Direct3D 3.3 release 3.4 interface 4 draw a triangle of some mathematical concepts 4.1 a 4.2 draw draw a triangle 5 Three pyramid- Z index cache and cache buffer 5.1 What is the index of 5.2 to create the index cache
Update : 2024-05-02 Size : 1847296 Publisher :

本书是游戏编程畅销书作者André LaMothe的扛鼎之作,从游戏编程和软件引擎的角度深入探讨了3D图形学的各个重要主题。全书共分5部分,包括16章的内容。第1~3章简要地介绍了Windows和DirectX编程,创建了一个Windows应用程序模板,让读者能够将精力放在游戏逻辑和图形实现中,而不用考虑Windows和DirectX方面的琐事;第4~5章简要地介绍了一些数学知识并实现了一个数学库,供以后编写演示程序时使用;第6章概述了3D图形学,让读者对本书将介绍的内容有大致的了解;第7~11章分别介绍了光照、明暗处理、仿射纹理映射、3D裁剪和深度缓存等内容;第12~14章讨论了高级3D渲染技术,包括透视修正纹理映射、Alpha混合、1/z缓存、纹理滤波、空间划分和可见性算法、阴影、光照映射等;第15~16章讨论了动画、运动碰撞检测和优化技术。 -This book is a best-selling game programming author André LaMothe to carry the tripod to make, from the game engine programming and software point of view in-depth study of the 3D graphics of the various important topics. The book is divided into five parts, including the 16 chapters. Chapter 1 Chapter 3 briefly describes the Windows and DirectX programming, to create a Windows Application template, so that readers can focus on the game logic and graphics implementation, without considering aspects of Windows and DirectX trivial No. 4 ~ Chapter 5 briefly describes some of the mathematical knowledge and implemented a mathematical library for later use when preparing demo program in Chapter 6 an overview of 3D graphics, so that the readers of this book will introduce the general understanding of the content No. 7 ~ 11 Zhang introduced the illumination, shading, affine texture mapping, 3D cutting and depth buffer etc. Article 14 of Chapter 12 to discuss high-level 3D rendering techniq
Update : 2024-05-02 Size : 31419392 Publisher : wangpeng

In the present paper, we propose a particle-based method for the visual simulation of explosive flames. This method consists of a numerical simulation method based on a fluid model described by discrete Lagrangian using particles and a rendering method for generating a CG animation from the movement data of the particles. This fluid model uses flame particles and air particles. The model calculates the buoyancy caused by the difference in temperature as the external force in the Navier-Stokes equations and approximates the viscous force and pressure via a discrete particle model. In addition, the heat conduction between particles is taken into account. The proposed method realizes the representation of distinctive phenomena such as an ascending airflow with a quantity of explosive flame and a swirling airflow behind the ascending airflow. CG images are rendered using a Z- buffer based volume rendering method. -Particle-Based Visual Simulation of Explosive Flames In the present paper, we propose a particle-based method for the visual simulation of explosive flames. This method consists of a numerical simulation method based on a fluid model described by discrete Lagrangian using particles and a rendering method for generating a CG animation from the movement data of the particles. This fluid model uses flame particles and air particles. The model calculates the buoyancy caused by the difference in temperature as the external force in the Navier-Stokes equations and approximates the viscous force and pressure via a discrete particle model. In addition, the heat conduction between particles is taken into account. The proposed method realizes the representation of distinctive phenomena such as an ascending airflow with a quantity of explosive flame and a swirling airflow behind the ascending airflow. CG images are rendered using a Z- buffer based volume rendering method.
Update : 2024-05-02 Size : 1470464 Publisher : 111

利用OPENGL画正方体 Z-BUFFER算法实现 可用鼠标和键盘控制-The OPENGL draw cube Z-BUFFER algorithm available mouse and keyboard control
Update : 2024-05-02 Size : 6195200 Publisher : Chia Kingwing

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实现消隐的实例茶壶,属于计算机图形学的实例,助于初学者理解z-buffer算法实现消隐-Achieve blanking instance teapot, computer graphics instance, helps beginners understand the z-buffer algorithm to achieve blanking
Update : 2024-05-02 Size : 3072 Publisher : 贾国强

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DX游戏编程源码 关于z-buffer的使用 初学者基础代码-DX game programming source code on the z-buffer using the underlying code for beginners
Update : 2024-05-02 Size : 4096 Publisher : wangjie

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z-buffer 算法初级代码,计算机图形学课程要求之一-z-buffer algorithm primary code
Update : 2024-05-02 Size : 12316672 Publisher : Hanwei Jin

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* Description * Main routine. Process command-line arguments, then get data, convert * to viewing coordinates, clip against the view volume, and perform * hidden line removal using Z-buffer method.- * Description * Main routine. Process command-line arguments, then get data, convert * to viewing coordinates, clip against the view volume, and perform * hidden line removal using Z-buffer method.
Update : 2024-05-02 Size : 4096 Publisher : isimtic

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用OPENGL和C++实现了扫描线Z-buffer算法-OPENGL and C++ achieved by scanning line Z-buffer algorithm
Update : 2024-05-02 Size : 5200896 Publisher : wzh

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Set the framebuffer surface info: color buffers, zbuffer, stencil buffer.Tell draw module how deep the Z depth buffer.
Update : 2024-05-02 Size : 2048 Publisher : sqmunzou

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Device drivers will typically override this function for the buffers which it manages (typically color buffers, Z and stencil).allocate new buffer storage.
Update : 2024-05-02 Size : 8192 Publisher : penpznj

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关于隐藏线消除的代码示例,通过鼠标惦点击显示所选物体z-buffer数值等相关参数-hidden line elimination of the code examples, by clicking on the mouse Dian show selected objects z-buffer numerical parameters related
Update : 2024-05-02 Size : 3072 Publisher : conag77x206

Zbuffer扫描线算法,Z Buffer(Z 缓存),Z-buffering是在为物件进行着色时,执行“隐藏面消除”工作的一项技术,所以隐藏物件背后的部分就不会被显示出来。-Zbuffer algorithm
Update : 2024-05-02 Size : 5564416 Publisher : 徐夏辉

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区间扫面线,可用于构建图形,消隐;区间扫描线算法放弃了 z-buffer 的思想,是一个新的算法,区间扫面线算法的思想是每一条扫描线分割成几个区间,确定每一个区间属于哪个多边形 ,用多边形的颜色对离视点最近的区间着色 ,发掘了区间的连贯性,对每一个区 间只做一次可见性判断,所以效率大大提高。(Interval sweep line The interval scan line algorithm abandoning the idea of z-buffer is a new algorithm which is considered to be one of the most efficient algorithms in the hidden algorithm)
Update : 2024-05-02 Size : 1041408 Publisher : yixuexiaodaren
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