Original article: Lesson 6: Texture MappingTranslated by: cker
Learning texture map texture ing has many benefits. For example, you want a missile to fly over the screen. Based on the knowledge of the previous lessons, the most feasible method is to build a missile profile with a lot of polygon and add interesting colors. With
How to project a texture
Source: SGI OpenGL tutorialTranslation: Xin LAN Pan Li Liang. Email: Xheartblue@etang.comPreface:Shadow has two classic implementation methods: Shadow volume. The second is Shadow Mapping. How can we use light mapping to implement projection shadows? This requires project texture. projection texture: a
LearningTexture mapTexture ing has many benefits. For example, you want a missile to fly over the screen. Based on the knowledge of the previous lessons, the most feasible method is to build a missile profile with a lot of polygon and add interesting colors. With texture ing, you can use real missile images and let them fly over the screen. Which one do you think is better? Are there still a lot of triangles and quadrilateral photos? The benefits of u
. So, I 'd like to say, if you want to improve your rendering efficiency, analyze how to use ccspritebatchnode, and place a large number of image genie in your game in ccspritebatchnode for rendering as much as possible, it can certainly increase FPS.Cocos2d-x 2.0 after added in the lower left corner of the rendering batch statistics, huh, it seems to learn from the Ogre statistical method, why do we need to statistical rendering batch? It is to let us have an observed indicator during optimizat
used under Android devices, it is not possible to use PVRTC4, and it is not feasible to really reduce the memory of the game via PVR like on iOS devices.6, Pvr.ccz is actually the PVR Picture Zip packaging, the program read the time or first extract the PVR resources, and then read the PVR. However, due to the compression can greatly reduce the volume of the picture, so although more understanding of the pressure process will not have a particularly
Note: The article is translated from http://wgld.org/, the original author Sambonja 広 (doxas), the article if there is my additional instructions, I will add [Lufy:], in addition, The WEBGL research is not deep enough, some professional words, if the translation is wrong, you are welcome to correct. The results of this demo runWebGL and TexturesThe method of color complementary coloring with light from point light source was introduced last time.In the fragment shader to calculate the light, sha
1. First of all, I think there are too many options for D3D texture ing, which gives people a dazzling feeling. In addition, it is not easy to distinguish the differences between different options at first glance, I don't know how to use these options, or how they correspond to previous experiences. These options include:
Dark mapping
Animated Dark mapping
Blending with Material Diffuse Color
Darkmap with Material Diffuse Color
Glow mapping
Det
【Full parsing of texture format]
What internal representation is used for the texture. This is a tradeoff between size and quality.
The texture compression method depends on the balance between size and quality.
You can see that:
1)RGB compressed dxt1>RGB 16 Bit
2)Rgba compressed dxt5>Rgba 16 Bit
3) in n
used under Android devices, it is not possible to use PVRTC4, and it is not feasible to really reduce the memory of the game via PVR like on iOS devices.6, Pvr.ccz is actually the PVR Picture Zip packaging, the program read the time or first extract the PVR resources, and then read the PVR. However, due to the compression can greatly reduce the volume of the picture, so although more understanding of the pressure process will not have a particularly
resolution time is half of PNG ), however, this is quite weird, because JPG is not transparent, with a maximum of 3 bytes per pixel, While PNG is 4 bytes per pixel, and jpg texture should occupy a smaller memory, later, I saw the cocos2d IOS image loadingCodeIt converts all textures to the rgba8888 format. Therefore, both jpg and PNG occupy 4 bytes. PVR is so efficient because cocos2d does not support other textures well.
4. The PVR format can be re
playingQuality (Quality)Ogg Theora Video file compression rate. Higher values mean higher quality, but larger file sizeMore informationWhen you add a video file to your project, it is automatically imported and converted to OGG Theora format. After the movie texture is imported, it can be attached to any game object (Gameobject) or material, just like a normal texture.Play a movieMovie textures do not play
Go from "translation" Nehe OpenGL tutorialObjectiveStatement, this Nehe OpenGL tutorial series of articles by 51 blog yarin Translation (2010-08-19), this blog for reprint and a little collation and modification. Thank you for compiling Nehe's OpenGL pipeline tutorial, as well as yarn translation finishing.Nehe OpenGL Lesson Sixth: texture mappingTexture mapping:In this lesson, I'll teach you how to map textures to six facets of a cube. learning
/* * @brief compress picture @Fire * * @param originimage Original image * @param pc is pixel compressed * @param the maximum pixel length and width of maxpixel after compression; Pc=no, this parameter is invalid. * @param JC is JPEG compressed * @param maxkb Picture maximum volume, in kilobytes, this parameter is invalid when Jc=no. * * @return return picture of NSData */-(nsdata*) Compressimage: (uiimage*) originimage pixelcompress: (BOOL) PC Maxpix
So far, our textureclass initialization function is very simple. To put it bluntly, it is a line of code:
Result = d3dx11createshaderresourceviewfromfile (device, filename, null, null, m_texture, null );
This line of code loads a DDS file, and other options are set to null, then the system will use the format of the file itself, such as the tong we load. DDS. We have previously created the mipmaps layer for it and set the surface format to dxt5 (corresponding to the bc3
Label: SDL direct3d OpenGL texture The previous article analyzed the sdl_createrenderer () function used to create a Renderer in SDL (). This article continues to analyze the source code of SDL. This document analyzes the SDL texture (sdl_texture ).
The code process for playing a video by using SDL is as follows.
Initialization:
Sdl_init (): Initialize SDL.
Sdl_createwindow (): create a win
SDL2 source code analysis 4: texture (SDL_Texture), sdl2sdl_textureThe previous article analyzed the SDL_CreateRenderer () function used to create a Renderer in SDL (). This article continues to analyze the source code of SDL. This document analyzes the SDL texture (SDL_Texture ).The code process for playing a video by using SDL is as follows.Initialization:
SDL_Init (): Initialize SDL.
SDL_CreateWindow
1. Create Texture Images
OpenGL requires the height and width of the texture must be 2 of the n-th square size, only to meet this condition, this texture picture is valid. Once we get the pixel value, we can pass the data to OpenGL and let OpenGL generate a texture map:
Glgentextures (1, @
uncompressed Texture single image occupancy 4mb--space footprint 82.3mb--ipa size 14.6MB5.10 1024*1024 compression for PVRTC4 format single image occupancy 0.5mb--space footprint 47.3mb--ipa size 11.6MBSummary of data on the parcel:One, 2 of the N-size of the picture will get the engine more support, including compression ratio, memory consumption, packaging
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