in the a.h; in B.cpp, C.cpp, # include A.H Then, the static a variable in b.cpp and C.cpp has no relation.Reference: Http://bbs.csdn.net/topics/390720572?page=13. Compiling is to turn the source code into a machine instruction; pre-compilation is just the process of coding, #include预编译; the function is to copy the contents of the file to the current; static keyword4. #ifndef #endif only prevents duplicate copies of the same header files at the time of precompilation;Note two: mipmaps and filter
In opengl3.3, a sampler object is added first. Remember that when we used to use OpenGL, sometimes the same texture data is required, but the filter mode is different, however, since Multiple Attribute Sets cannot share the same texture object, therefore, it is very clumsy and wasteful to create two different texture objects (of course to share multiple
The gzip module of Nginx is built-in. Add the following configuration in http:Gzip on;Gzip_min_length 5 k;Gzip_buffers 4 16 k;Gzip_http_version 1.0;Gzip_comp_level 3;Gzip_types text/plain application/x-javascript text/css application/xml text/javascript application/x-httpd-php image/jpeg image/gif image/png;Gzip_vary on;Note:Gzip on | off# Default value: gzip off# Enable or disable the gzip moduleGzip_static on | off# Nginx static file processing module# This module can read pre-compressed gz fi
Oracle Database Compression
When you hear this word, you must have thought of saving hard disk space. Yes, it is used to do this, but extending it out not only saves hard disk space, it can also save bandwidth and memory usage (cpu consumption is slightly reduced because more computing value operations are required, but in most environments the cpu is idle, so you can ignore it ).
Basiccompression is provided from 9i, and 11gr1 provides the new
Texture we can simply understand the pattern on the surface of the object. We can add different textures to the same object. We can use ready-made textures to make a new texture ourselves.
Example 7: Draw a simple two-dimensional texture map and map the image to a quadrilateral.
#include #include #define IMAGEWIDTH 64#define ImageHeight 64Glubyte Im
Original article link
There are three projects, the first is global memory, and the other two are based on 1D and 2D Texture memory. Package and download the project.
The texture memory is read-only. The same as the constant memory, the texture memory is also cached in the chip. Therefore, in some cases, it can reduce memory requests and provide more efficient
Cube Texture cubic_texture
Set the image used in the cube texture. Six independent images form six faces of a cube. If hardware supports this type of texture, it is often used in reflection maps or skyboxes. There are two formats. One is short format, and the image name is named in a special format. The other is more flexible and can be named at will, but the
After studying for two hours this evening, I finally figured out how to use Photoshop CS to implement texture relief! I have been asking for help online for a long time! No one will answer this! All comments failed! So I want to clear hoe to do it! Haha ...... It was no waste of time!
In fact, it is very easy to implement texture relief. Here we will introduce it! Note !!
Step 1: Use PS to open an image y
first, using the Mipmap map (mainly applied in the texture reduction filter)Advantages:prevents flickering problems when textures shrink too muchimproves performance and does not load large memory textures when it needs to be scaled downDisadvantages:additional memory is required as a costcomposition: Consists of a series of reduced texture images, the child layer is the parent layer of theFilter Type: Near
Cliff with texture stretching Problems
Solves the problem of texture stretching.
If you have played some early 3D games dominated by outdoor terrain, such as the uprising, you will find that the ground textures are severely stretched when you encounter steep cliffs. With the introduction of shader and the improvement of graphics card functions, in many recently released high-quality 3D games, Cliff text
I will give you a detailed analysis of the Illustrator software to share with you the tutorial on creating super-strong super-texture icons.Tutorial sharing:Step 1We first draw the basic shape in Illustrator and use the pen tool (P) to create the logo outer frame.Step 2Use the pen tool (P) to start creating the S flag (refer to the true flag ).Step 3If you observe carefully, you will find several thin wires in the center of the logo, and use the pen t
I've been writing a series of Excel tutorials recently, because Excel uses more for office people. Today I'm going to write a PowerPoint design tutorial--texture Fill, I hope you like it. A texture fill is actually a kind of picture fill, but the picture fill is to let the picture in accordance with the size of the text, and the texture fill can adjust the positi
This paper illustrates the method of WebGL using FBO to finish the cube mapping effect. Share to everyone for your reference, specific as follows:
This main record WebGL some of the basic points, incidentally also learn how to use FBO and environment mapping. First look at the effect map (need to support Webgl,chrome, Firefox, IE11).
The main realization process is as follows, first with FBO output the current environment in the cube texture, then
Wood Texture Research 4--actual combat "Stump"
Now we have two textures on hand, one for the ring texture and the other for the bark texture. Now, we're going to use these two textures to make a stump.The stump is actually a relatively simple object, basically it is a cylindrical body. Before we begin, we must first review the perspective method and the distribut
In Direct3D development, multiple passes are often required in HLSL files, which requires texture rendering. Currently, in a D3D system developed, an Effect file has three technique files, with a total of 10 passes, that is, it needs to be rendered to the texture nine times. You need to apply for multiple Texture2D files, renderTargetView and ShaderResourceView
In Direct3D development, multiple passes are
In the two-dimensional game, we almost do not open the wizard to draw this process, in addition to directly in OpenGL read the image and draw, we often use the texture to complete the process, the texture to the XY plane on the patch, to make two-dimensional game effect.In this way, we can easily use OpenGL to provide us with some of the methods to perform the wizard's transformation, rather than using a la
This chapter is a program that combines illumination textures Based on tutorials 35 and 36, that is, adding textures to the Rotated Cube in the scenario.
The vertex structure in lighttex. VS is:
Struct vertexinputtype{Float4 position: position;Float3 normal: normal;Float2 TEX: texcoord0; // texture coordinateFloat4 KD: diffuse;Float4 KS: specular;};
// Texture coordinatesOutput. Tex = input. Tex;
In mytutoriald3d11_32, we add a texture textureclass * m_texture in planemodelclass; to read a grass texture. After the program is executed, the effect is as follows:
Complete code can be found:
Project File mytutoriald3d11_32
Download Code:
Http://files.cnblogs.com/mikewolf2002/d3d1127-28.zip
Http://files.cnblogs.com/mikewolf2002/pictures.zip
In mytutoriald3d11_33, we removed the
First of all, there are too few colleagues in OpenGL, especially ndk, in China.
There are many problems encountered in this process, and these problems need to be found on the book, on the Internet, on a variety of materials, and the book is called at the java layer, the lack of various file cases on the internet, only by studying at the java layer and finding the required knowledge points in various cases can google search foreign websites solve the problem.
Next body
-----------------------
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.