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[Switch] logic and Computer

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,

OSG Example parsing osganimationmorph (1)

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

OSG Example parsing osglight (1)

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

OpenSceneGraph notes – How to export triangle data

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

OSG HUD Header Text display

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

OSGFX Realization Mode Analysis

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

OSG adds the osgparticle effect to the scenario

;}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

OSG: Calculate the world transformation matrix, normal vector, and vertex coordinates of a node in nodevisitor.

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

OSG Alarm Effect Learning Summary

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

Nehe OpenGL Tutorial with OpenSceneGraph-35th lesson

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

OSG renders the code to the texture, and renders the read node as the texture to a square.

(0.0f, 2.0f, 0.0f) * BS. radius (), BS. center (), OSG: vec3 (0.0f, 0.0f, 1.0f )); Camera-> setrenderorder (OSG: Camera: pre_render );Camera-> setrendertargetimplementation (Camera: frame_buffer_object ); Camera-> addchild (node ); Group-> addchild (CAMERA ); OSG: geometry * geometry = new OSG: geometry;OSG: vec3array * vertex = new OSG: vec3array;OSG: vec2array * coord = new OSG: vec2array; Vertex-> push_back (OSG: vec3 (0.0, 0.0, 0.0 ));Vertex-> push_back (OSG: vec3 (10.0, 0.0, 0.0 )

OSG Example parsing osgparticle (1)

;setcenter (8, 0, 10); Placer->setradiusrange (2.5, 5); Placer->setphirange (0, 2 * OSG::P i); Emitter->setplacer (placer); Osgparticle::radialshooter *shooter = new Osgparticle::radialshooter; Shooter->setinitialspeedrange (0, 0); Emitter->setshooter (shooter); Root->addchild (emitter); Add operator to program Osgparticle::modularprogram *program = new Osgparticle::modularprogram; Program->setparticlesystem (PS); Osgparticle::acceloperator *op1 = new Osg

Godson Director Li Guojie disclosure of Sino-US CPU Secret War Insider

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

Osganimation object of Action

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

About nodevisitor visitor Mode

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

GemFire basic use and use of Spring-data-gemfire

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/

Nehe OpenGL Tutorial with OpenSceneGraph-40th lesson

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:

OSGB file format

OSGB node Parent-Child relationship topology: MatrixTransform (via Proxynode association Pagelod) | | Pagelod | | Pagelod | | Pagelod | | Pagelod ... | | Pagelod | | Group / | | \ pagelod pagelod pagelod pagelod | | | | Geode

Methods for finding specific nodes in OSG

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

Inventory 11 top-level projects from Apache

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

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