=display:none>
A super cool flash scrolling player code (I recommend using)Type=application/x-shockwave-flash>
Insert video code (generated by code generator) 1 ... play only once. Video playback code that requires manual opening console=clip1 controls=imagewindow height=420 width=640 autostart=false loop=False> 2 ... looping video playback code Console=clip1 Controls=imagewindow height=420 width=64
to v4l2_pix_fmt_yuv420
(4) In my Development Board, the index number of the camera device must be set, i.e. the IOCTL (FD, Vidioc_s_input, INP) in the above code, with a value of Inp.index = 0; If not set, a select timeout problem occurs when select.
Cross-compile the above code and put it on the board to run, the result is as follows:
/tmp #./test Camera driver name is:sunxi-vfe camera device name Is:sunxi-vfe camera bus Information:sunxi_vfe vfe. 2 Support Device 1.planar YUV 422 support de
D3d9 GPU HacksI ' ve been trying to catch up what hacks GPU vendors has exposed in Direct3D9, and turns out there's a lot of them!If you know more hacks or more details, please let me know in the comments!Most hacks is exposed as custom ("FOURCC") formats. So-check for the CheckDeviceFormat . Here's the list (Usage column codes:ds=depthstencil, Rt=rendertarget; Resource column codes:tex=texture, Surf=surface). More green = more hardware support.
Reprinted please indicate the source isKlayge Game Engine
, The address of this article isHttp://www.klayge.org /? P = 626
In WINXP, even if the GPU supports d3d10 +, you can only use the d3d9 API. But in fact, various manufacturers have made some extensions to d3d9, and some d3d10 + features are exposed to the d3d9 API. The following are some special texture formats that can be used by fourcc. Checkdeviceformat can be used to check whether the format is supported. You can pass it in when create
Unity3d Shaderlab Mask A model's highlights using a decalThe previous study of the implementation of the high-gloss effect, but also a lot of games used in the high-gloss mapping technology, because it can make 3D Art easier to control the final visual effects. This also gives us another way to implement a cushion surface and a shiny surface on the same shader, or to use a decal to control the range of specular highlights or highlight intensity,To achieve a surface is a wide range of specular hi
the parameters of the computer, the following figure (XP system as an example):
Step three: Set up a router to surf the internet
① Open the Web browser, in the address bar input http://192.168.1.1 Open the management interface of the router, in the pop-up login box to enter the router's management account ( user name:admin Password: admin);
If you cannot open the management interface for your router, check that the IP address you entered is c
We can see that the orb feature extraction algorithm is also in opencv2.3.1, and the SURF feature example Program Applied to is changed to orb feature, which always prompts an error. The type does not match Shenma, because the sample program is not found, you can only find the answer by yourself.
(ORB feature paper: orb: an efficient alternative to sift or surf. Click to download the paper)
Found:
Descripto
名为MySurfaceShader。4. 在Materials文件夹下新建Material,命名为MySurfaceShader,将它的Shader改为新建的Shader。5. 新建一个Cube,将新建的材质赋给它。If you are using a version below 5.3, your right-click menu will not have so many shader, just create it. The shader code you create directly with standard surface shader is a little more streamlined than standard surface shader, and you'll understand when you hear the explanation.There are four kinds of Shader in the right-click menu, namely Standard Surface Shader, unlit Shader, Imageeff
reprinted from the Wind Yu Chong Unity3d Tutorial Collegeusing shader to achieve illumination is more complex, with different light types, different shading options, and different render paths (forward and deferred). Unity just encapsulates the lighting model, and shader's code is written in CG/HLSL. Example one: The simplest surface ShaderShader "Custom/t_3_0" { Properties { _maintex ("Base (RGB)", 2D) = "White" {} } subshader { Cgprogram #pragma surface
properties will be modified first:
Properties {_emissivecolor ("Emissive Color",Color) = (1,1,1,1) _ambientcolor ("Ambient Color",Color) = (1,1,1,1) _myslidervalue ("This is a Slider", Range (0,Ten)) =2.5}
Will #pragma surface surf Standard fullforwardshadows read:
#pragma surface surf BasicDiffuseThis shows that we are going to use the Basicdiffuse illumination model, which is one of ou
new shader and material, which can be named optimizedshader001.
Assign shader to material and assign material to sphere.
Finally, use the following code to modify the shader.
Shader "Custom/OptimizedShader001" {Properties {_MainTex ("Base (RGB)", 2D) = "white" {}_NormalMap ("Normal Map", 2D) = "bump" {}}SubShader {Tags { "RenderType"="Opaque" }LOD 200CGPROGRAM#pragma surface surf SimpleLambertsampler2D _MainTex;sampler2D _NormalMap;struct Input
MATLAB 3D drawing mainly has three commands: The plot3 command, the mesh command, and the SURF command.
Plot3
Plot3 is the basic function of 3D drawing. It draws the most important 3D graph. The most important calling format is: Plot3 (x, y, z) When x, y, and z are vectors of the same length, the plot3 command will plot a curve with the X, Y, and Z vectors as (x, y, z) coordinate values respectively. When x, y, and z are all M *
a parallel light.
Create a new shader and material that you can name as OptimizedShader001.
Assign shader to material and give material to the sphere.
Finally, modify the shader using the following code.
[Plain]View PlainCopyprint?
Shader "custom/optimizedshader001" {
Properties {
_maintex ("Base (RGB)", 2D) = "White" {}
_normalmap ("Normal Map", 2D) = "Bump" {}
}
Subshader {
Tags {"Rendertype" = "Opaque"}
LOD 200
Cgprogram
#pragma surface
.
The interesting thing is that you can give these basic rendering tags a plus and minus. These predefined values are essentially a set of defined integers,Background = Geometry = $, alphatest = 2450, Transparent = all, and finally Overlay = 4000
. (Translator Note: From here we can also get a glimpse of what appears to be a large number of post-rendering.) These presets have a significant effect on transparent objects, such as a lake's flat surface covering the tree you made with bill
Surface Shader Illumination ExampleHere are some examples of custom lighting models and surface shaders. The usual surface shader examples are here.Because delayed illumination does not perform well in some custom light-to-material lighting models, in most of the following examples, we have shader compiled into forward rendering only.Diffuse reflectance (diffuse)Let's start with a shader that uses the built-in Lambert lighting model!Shader"Example/diffuse Texture"{Properties {_maintex ("Texture"
Unity3d Shaderlab anisotropic High LightAnisotropy is a type of specular reflection that simulates the directionality of an object's surface, which modifies or extends the high light in the vertical direction. It works well when we want to simulate a metal brushed high-gloss. Here's a step-by-step implementation.First create the Shader, and then create the material ball. Then double-click Shader to open the editor. 1: Modify PropertiesProperties {add attributes ;_maintint ("Diffuse Tint", Color)
This article by the graphic way to introduce Tp-link router installation method, here is divided into: Step one: Connect a good line step two: Configure the computer step three: Set up the router Internet Step four: Try the computer to the Internet? Step five: How do other computers surf the internet? Five steps to introduce in detail, we can refer to.
1, connect the router to the external network
Step one: Connect a good line
In the absence of a r
kind of shader.
Iii. Examples of learning:
1.Simple:
Shader "Example/diffuse simple" {
subshader {
Tags {"Rendertype" = "Opaque"}
C Gprogram
#pragma surface surf Lambert
struct Input {float4 color:color; };
void Surf (Input in, InOut surfaceoutput o) {
O.albedo = 1;
}
ENDCG
}
Fallback "diffuse"}The first one. Line to:
First line: Write a name. This also has the fastidious. The left side of the slash is
2. Feature extraction and matching
OpenCV about the surf algorithm in the section, often involves surf, surffeaturedetector, surfdescriptorextractor these three classes;
FEATURES2D.HPP header file, there are: TypeDef SURF surffeaturedetector; and typedef SURF Surfdescriptorextractor; The typedef declaration is to creat
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