1. Clipping range with ClippingnodeTo write a clipping interface:function Createclipnode (node, stencil, inverted) { var clip_node = new CC. Clippingnode (); Set the template node (that is, the area to be cropped) clip_node.stencil = stencil; Add nodes to be cropped (displayed) clip_node.addchild (node); if (inverted! = undefined) { //Set invert (because we need to keep the content
previous GPUs of DirectX 9/sm2.0 is usually consistent with the number of ROP units, there is an impression that pixel shader and ROP unit are one by one correspondence. But starting with the DirectX 9/sm3.0 GPU, along with pixelThe shader program is highly complex and the number of Pixel shader is increased as a priority, with the result that the number of ROP units is generally less than the number of Pixel shader. The latest GPU is generally the structure of the pixel Shader > ROP unit. Is t
is a test function:
void stencilRenderTest(){GLdouble dRadius = 0.1; // Initial radius of spiralGLdouble dAngle; // Looping variablefloat x = 100;float y = 100;float rsize = 25;// Clear blue windowglClearColor(0.0f, 0.0f, 1.0f, 0.0f);// Use 0 for clear stencil, enable stencil testglClearStencil(0.0f);glEnable(GL_STENCIL_TEST);// Clear color and stencil bu
When practicing the H-end (rhev-h) of the Red Hat Enterprise virtualization RHEV, it was found that it could only be installed on a physical machine and could not be installed in a virtual machine. After groping, by modifying some parameters, the RHEVH can be installed perfectly on the VMware workstation, so it is much easier to practice.The steps are as follows:650) this.width=650; "Src=" http://ugc.qpic.cn/adapt/0/de3d9619-d680-171d-84ba-aee7b76e2a1a/800
of points, lines, and polygons, processing up to six points at a time, and quickly combining similar vertices of the model. This process requires no CPU involvement.
Stream output: Outputs data from vertex shader and pixel shader processing to the consumer.
Rasterization (Rasterizer): Turns the finished vertex into pixels and then outputs the pixel (pixels) to pixel shader. Other work can be done here, such as cutting pixels in a non-frustum area, or interpolating vertices to get pixel
Code
Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/-->1): pre-select 400 and 800 phone numbers (online selection and telephone communication .) 2): Sign 400 and 800 telephone service agreements (copies of the company's business license must be provided) 3): Determine the 400 and 800 telephone demand functions and
1): pre-select 400 and 800 phone numbers (online selection and telephone communication .) 2): Sign 400 and 800 telephone service agreements (copies of the company's business license must be provided) 3): Determine the 400 and 800 telephone demand functions and business processes and transfer telephone numbers (we will have a one-to-one technical project to commun
Recently, I often have to write some new shader for 2D games to do special effects. Shader effects can be better for UI and 2D elements than particle effects.First look at the effect:There are many articles about Shaderlab, but few of them are implemented in the UI, and often just add a layer of color, and do not show the effect of "light".The following is the full text of the shader, followed by some details:1Shader"Ui/unlit/flowlight"2 {3 Properties4 {5[Perrendererdata] _maintex ("Sprite T
internal formats given in table 1, one of the sized internal formats given in table 2, or one of the C ompressed internal formats given in Table 3, below. Width
Specifies the width of the texture image. All implementations support texture images is at least, texels wide. Height
Specifies the height of the texture image, or the number of layers in a texture array, in the case of the Gl_texture_1d_ar RAY Andgl_proxy_texture_1d_array targets. All implementations support 2D texture images that is a
When Rawimage is enabled, create a dynamic camera, rendertexture, and set parameters immediately. When not enabled, the camera and Rendertexture are destroyed automatically. Of course, more special effects, can also be a pool of objects to the camera and rendertexture cache up.Then use the time is this, only need a step, the special effects prefab dragged in canattached
Demo
Ui-default-no-alpha.shader
Shader "Ui/default no-alpha" {Properties {[perrendererdata] _maintex ("Sprite Texture", 2D) =
entity and the relation between them, these three represent the attribute, the entity, the relation respectively in the diagram, as for the general ER diagram. the use of PowerDesigner is advocated when modeling er diagrams (powerful, diverse), because PowerDesigner can directly export the ER diagram as T-SQL code . Can't powerdesigner be able to do Visio? In fact, Visio itself is not too much of a problem, and the operation is simple, but relatively few functions and other development progra
About MAC address driftConnection between Cisco 3750 and H3C 3100, MAC floatingRecently, one of the company's devices is C3750, gi1/0/12, g1/0/22, and g1/0/2 each connect to an H3C 3100, and there is always a mac address (000f. e207.f2e0) in the above several ports float, no loop, no address spoofing, I do not know why, the log prompt is as follows:Aug 4 22:15:07. 292 GMT: % SW_MATM-4-MACFLAP_NOTIF: Host 000f. e207.f2e0 in vlan 800 is flapping between
types, attributes, and relationships to describe the conceptual model of the real world. The General ER drawing method uses the circle, the square, the diamond to describe the entity and the relation between them, these three represent the attribute, the entity, the relation respectively in the diagram, as for the general ER diagram. The use of PowerDesigner is advocated when modeling er diagrams (powerful, diverse), because PowerDesigner can directly export the ER diagram as T-SQL code. Can't
will be very meticulous. But it also has some drawbacks, first of all the geometry has a certain requirements (must be closed), but also for the efficiency of the loss is very large (high filling rate).In order to construct the shadow body, we need to draw from the position of the light by projecting each vertex of the shadow object, these projected rays form a closed volume, any point in this volume that we can think of as being covered by shadows. Conversely, the point outside the volume is i
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