In principle, a computer is a very simple thing. It is a logic processor. All the work done by a computer is finally converted into logical operations. Therefore, anything that can perform basic logical operations (non, and, and) can be used to form a computer. The idea of computer was proposed as early as the 17th century, but it can only be mechanically used. The first computer in the modern sense is implemented by electronic tubes, but its application is very limited,
Introduction
This lesson mainly demonstrates the deformation animation in Osganimation, which is also known as the vertex-by-pixel animation (Per-vertex Animation), which is a representation of three-dimensional animation. It consumes a lot of computing resources of computer, usually it is appropriate to calculate and apply the position of 4000~9000 vertex at each frame, otherwise the system can not withstand the updating and rendering of other scene objects. Deformation animation in the osgani
1. Introduction
The Osglight sample demonstrates how OSG uses lighting. 2. Description
First take a look at the Osglight effect diagram, as shown in the following figure:3. Create Cube 3.1 to draw a polygon
The first is to create a cube in the scene, in which each polygon of the cube needs to be created, implemented in the function Createwall, and the Createwall function is prototyped as follows
osg::geometry* createwall (const osg::vec3 v1,const osg::vec3 v2,const osg::vec3 v3,osg::StateSet* S
In the development of openscenegraph, some data, such as quadrilateral, are often used for the convenience of some non-triangular slices. For example, drawing a pipe with four-sided bands is much better than using triangular slices. For example, now we are going to draw a plane consisting of two planes, which I can do: Osg::geode * Geode = new Osg::geode;
Osg::ge
Original: http://blog.csdn.net/tmljs1988/article/details/7562926Can run1. HUD Flowchart:The complete source code is as follows:/*OSG in the HUD, the text always appears in the front * *#include #include #include #include #include #include #pragma comment (lib, "Osgd.lib"); The library names in the debug version plus D, such as "Osgd.lib"#pragma comment (lib, "OsgDBd.lib")#pragma comment (lib, "OsgViewerd.lib");#pragma comment (lib, "OsgTextd.lib");osg::node* Createhud (){Textosgtext::text* Text
Introduction
OSGFX is an additional library of OSG, an architectural tool for implementing reusable special effects that can be added to OSG nodes. It contains a series of predefined special effects, osg3.2 mainly in the following: Anisotropic Lighting anisotropic illumination bump texture cartoon rendering characterization line cubic map specular highlight contour Line
The specific class structure is shown in the following figure:
use
Osgfx::effect is a group node, and we only need to add the
;}Rootnode-> addchild (terrainnode );
OSG: node * tanknode = osgdb: readnodefile ("// models // T72-Tank // T72-tank_des.flt ");If (! Tanknode){STD: cout Return-1;}
The basic procedure for creating a particle system is to create a particle system object, an Updater object, and a particle object, and set the scenario at the same time.
// Create and initialize the particle system.Osgparticle: Maid * dustparticle system = new osgparticle: Particle System;
// Set the material, whether to emit parti
Class mynodevisitor: Public OSG: nodevisitor
{
Pulic:
Mynodevisitor (): OSG: nodevisitor (OSG: nodevisitor: traverse_all_children)
{}
Void apply (OSG: geode geode)
{
// Calculate the world transformation matrix corresponding to the current geode node, used to calculate the world coordinates corresponding to the vertex in
particles, and whether to use lighting. Dustparticlesystem->setdefaultattributes (Dust2.rgb", False, false);//since the particle system class inherits from the Drawable class, we can join the scene as a child of the Geode. Osg::geode *geode =NewOsg::geode;rootnode-AddChild (Geode
Brief Introduction
This lesson describes how to play a video in a three-dimensional scenario. We all know that the video is actually made up of a picture of a frame, so we parse the images in the video into a picture format and assign them to the surface of the geometry, allowing them to switch within a very short interval to achieve a dynamic effect. Implement
In this lesson, you use the API for Windows parsing video format AVI file, which comes from the code in the Nehe course, which readers
that others give you, the key see how you use.
"China Business newspaper": Now outsiders think, AMD transfer of Geode chip technology than godson second generation is better than 10 times times, also some people think far behind the godson's current level. How do you evaluate the advanced nature of this transfer technology?
Li Guojie: From the time when AMD and the calculation of the data from the negotiations to see that the transfer of
implementation of Updatemorph: As with the previous updatematrixtransform, it is also inherited from the Nodecallback, then it is necessary to overload the operator () function:
void Updatemorph::operator () (osg::node* Node, osg::nodevisitor* nv) {if (NV nv->getvisitortype () = = OSG
:: Nodevisitor::update_visitor) {osg::geode* Geode = dynamic_castFrom it is realized we can know Updatemorph
upda
OSG, we will analyze their functions.
We can see that to use nodevisitor to traverse the scenario graph, you only need to define a nodevisitor derivative and then call accept to the viewer node.
The following is a simple example: we write a nodevisitor to filter out non-geode in the system and restore the system to the original geometric world:
1. First define our class howtonodevisitor derived from nodevisitor:
# Pragma once # include "Stda
package (deploy)
The deployment jar packages in GemFire are divided into entity classes and calculation classes in two cases:
1. Entity classes: Entity classes need to be deployed under the CLASSPATH path of the program;
2. Calculation class: For the calculation class, it can be deployed manually through the Deploy command;
部署jar包gfsh>deploy --jars=/data/local/gemfire/apache-geode-1.5.0/lib/
Brief Introduction
Nehe Tutorial In this lesson to show us how to simulate the movement of a rope, simply, that is, the rope first discretization, think of it as a tight arrangement of points, each two points with elastic constraints. In fact, this is the simple idea of finite element. The content of this class is the same as that of last class, which is mainly related to physics and mathematics, and has little to do with graphic images. Implement
First we also create the geometry in the scene:
methods for finding specific nodes in OSGTransferred from: http://38288890.blog.163.com/blog/static/19612845320072721549504/In order to find the required nodes in OSG and to do the corresponding operations on the nodes, you can inherit a class from the Nodevisitor class, and the NPS tutorial[Download Id= "14"]elaborated on this issue. Here is a class I wrote to find a node of the specified name, of the specified type:Class Findgeonamednode:Public Osg::nodevisitor{PublicFindgeonamednode ();Findge
characteristics, support real-time monitoring of data behavior, can immediately monitor the access to sensitive data or malicious operations, and immediately take measures to respond.3. Apache GeodeOriginally developed by Gemstone Systems as a commercial product, Apache Geode was initially widely used in the financial sector as a transactional, low-latency data engine for Wall Street trading platforms. The code was submitted to the Apache incubator o
The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion;
products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the
content of the page makes you feel confusing, please write us an email, we will handle the problem
within 5 days after receiving your email.
If you find any instances of plagiarism from the community, please send an email to:
info-contact@alibabacloud.com
and provide relevant evidence. A staff member will contact you within 5 working days.