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Perspective in OpenGL ES

perspective method to transform, similar to this:VP is the vertex of the cone of view, the small square is near the end, the large is far, the effect of painting after the production:It can be seen that this produces a three-dimensional effect.Perspective projection matrix generation can refer to the Android comes with the source of the Matrix OpenGL, but to android4.x above, it is recommended to refer to the source code to achieve their own, the following is the implementation of the book:1 P

Orthographic projection in OpenGL ES

); gluniform4f (ucolorlocation,1.0f,1.0f,0.0f,1.0f); Gldrawarrays (Gl_triangle_strip,0,8); gluniform4f (ucolorlocation,0.0f,1.0f,1.0f,1.0f); Gldrawarrays (Gl_triangle_strip,8,8); }This is a drawing cube program, which is displayed at the beginning of the drawing:After adding the matrix is this:In fact this square should be placed like this (too lazy to draw, in the illusion of a picture to see):The next step is to study the matrix transformation acting on this spac

The triangulation of Opengl ES line

This paper mainly discusses the algorithm to extend the line into 2d line surface.It's easy to extend the P0P1 line into a polygon.vec2f line = P1-p0vec2f normal = vec2f (-line.y, line.x). Normalized () .vec2f A = p0-thickness * normal;vec2f B = p0 + thickness * normal;vec2f c = p1-thickness * normal;vec2f d = p1 + thickness * normal;If this is a straight line, but if there is a polyline, we also need to calculate the intersection point whereFirst we'll find out tvec2fT= ((P2-P1). Normalized ()

OpenGL ES 3.0 vertex shader (ii)

  vec4 a_position ; inch VEC4 A_color;Out VEC4 V_color;void== U_mvpmatrix * a_position;}Above is a vertex shader code. + ESAppears in the first line of the vertex shader file, indicating that the shaded language version is 3.0 (Shading Language 3.0)Uniform mat4 U_mvpmatrix;Creates a uniform variable U_mvpmatrix that is used to store the combined model view projection matrix.inch VEC4 a_position; in Vec4 a_color;Input to the vertex shader as a property of the vertex shader.A_position is the po

OpenGL ES learning Note (texture)

Set Texture sampling mode1: When multiple TEXL correspond to a fragmentGltexparameteri (gl_texture_2d, Gl_texture_min_filter, gl_nearest);Gltexparameteri (gl_texture_2d, Gl_texture_min_filter, gl_linear);1: When the number of TEXL is less than fragmentGltexparameteri (gl_texture_2d, Gl_texture_mag_filter, gl_nearest);Gltexparameteri (gl_texture_2d, Gl_texture_mag_filter, gl_linear);3: When the sampling range exceeds the bounds of the textureGltexparameteri (gl_texture_2d, gl_texture_wrap_s, Gl_c

Summary of es learning 3DSL

_ breaker' => 0.3, 'minimum _ should_match '=> '20140901']; // filter to use $ curl_param = ['sort' => ['id' => 'desc'], 'query' => ['filtered' => ['filter' => ['range' => ['id' => ['gte' => $ min_id, 'lte '=> $ max_id]; $ curl_param = ['sort '=> ['id' => ['order' => 'desc'], 'size' => $ size, 'query' => ['Bool '=> ['must' => [['fuzzy' => ['title' => $ param], ['condition' => ['type' => $ type], ['condition' => ['platform' => $ platform], ['condition' => ['shape' => $ shape], ['range' => ['crea

Learn about OpenGL ES

1. Learning Websites Official Website http://www.khronos.org/opengles/ Nehe Learning Website http://nehe.gamedev.net/ Chinese nehe Learning Website http://www.owlei.com/DancingWind/ GLUT download site http://www.opengl.org/resources/libraries/glut/ RedbookSource codeThe download site http://opengl-redbook.com/ 2. Learning books The official OpenGL programming guide, also known as the red book, is the most classic book and must be read at the beginning. Computer Graphics (OpenGL) 3. Open

Compiling Linux kernel: Warning: modpost: found 1 Section mismatch (es)

Example: Warning: modpost: found 1 Section mismatch (es ). To see full details build your kernel: 'Make config_debug_section_mismatch = y' Grammar solution: use make config_debug_section_mismatch = y to get the following output: Warning: Drivers/MISC/built-in.o (. Data + 0x0): Section mismatch in reference from the variable ssc_driver to the function. init. Text: ssc_probe ()The variable ssc_driver referencesThe function _ init ssc_probe ()If t

Android+ndk+cdt+eclipse+opengl es compilation and native debugging

Applicaton4, you can debug C + + codeNote the point:1, the real machine may appear no debug symbol found error2, the simulator version number is too high will appear no debug symbol found error3, the download of the other version number of the SDK is placed in the \sdk\platforms4, need to run as Android application first install the appError type:The error type occurs because the Android version number is too high1, no debugging symbols found2, No symbol table is loaded. Use the "file" command3

Android OpenGL ES (i)----essential knowledge

shader is the same as the vertex shader defined earlier. But this time we're going to pass a uniform, called U_color. It is not like a property, each vertex is set to one; a uniform will let each vertex use the same value unless we change it at the same time. The U_color is also a four-component vector, as is the position used by the location in the fixed-point shader, but in the context of the color, the four components correspond to red, green, blue, and Alpha.We then define main (), which is

Android OpenGL ES-& gt; Translucent GLSurfaceView

This example describes how to use a transparent background to draw OpenGL images. The procedure is as follows:1. Use transparent theme for ActivityAndroid: label = "Graphics/OpenGL ES/Translucent GLSurfaceView"Android: theme = "@ style/Theme. Translucent"Android: configChanges = "keyboardHidden | orientation | screenLayout | screenSize | smallestScreenSize">2. In the 8888 (RGBA) format, the Alpha channel is required to display transparent images.[Java

iOS-----Opengl--opengl ES iOS Entry 3---> Texture mapping (texture)

glbindtexture (gl_texture_2d, _textureid);Specifies the value of the uniform variable for the current program object, and Parameter 1 represents the new value used (Gl_texture1) gluniform1i (_textureslot, 1);Draws a texture in the specified area.Note: The coordinate representation used to represent the texture range differs from the Uikit and OpenGL coordinates, ranging from (0,0) left down to (top) right.Texture Usage Range vertexConst Glfloat texcoords[] = { 0, 0,//lower left 1,

Android OpenGL ES 2.0 surfaceview Background Transparent

Surfaceview's black background blocks the parent's background, and now sets the surfaceview background to be transparent, seeing both the 3D object being painted and the background.In onsurfacecreated, call Gles20.glclearcolor (0f, 0f, 0f, 0f); Alpha is 0, which is transparent.Then, the Surfaceview must be treated as follows:Mglsurfaceview.seteglconfigchooser (8, 8, 8, 8, 16, 0);Testrenderer renderer = new Testrenderer ();Mglsurfaceview.setrender (renderer);Mglsurfaceview.getholder (). SetFormat

Basic es module knowledge, deep understanding

'. /my_module '; // It can be simply understood as import {Foo, bar} from '. /my_module '; export {Foo, bar}; // 2. Export List export {detectcats, kittydar}; // No 'export' keyword required here function detectcats (canvas, options) {...} class kittydar {...} // 3. Rename Export and Import {flip as flipomelet} from "eggs. JS "; import {flip as fliphouse} from" real-estate.js" Function V1 () {...} function V2 (){...} Export {v1 as streamv1, v2 as streamv2, v2 as streamlatestversion}; // 4. Defa

Lucene LZ4 will store the doc in a chunk for Lz4 compression es _source so

described in another blog post)Write to the Fdt file:The basic unit of the FDT file is chunk, which needs to be kept in mind. The code for a chunk write to the file is as follows:By observing the flush function, we find that the Fdt file is very simple to write, with two lines of code:The previous line of code records the entire chunk in docbase (minimum docid), Numbuffereddocs (Doc number), Numstoredfields (Number of field per Doc), lengths (length per Doc), There are four kinds of information

Es array de-weight, the objects inside the array go heavy

//array de-weight{Const ARR= [1,2,3,4,1,23,5,2,3,5,6,7,8,undefined,NULL,NULL, Undefined,true,false,true, ' Chinese ', ' ', ' ', ' hello ', ' Chinese ']; //First KindConst R = [...NewSet (arr)]; Console.log (R); //[1, 2, 3, 4, 23°c, 5, 6, 7, 8, undefined, NULL, True, False, "Chinese", "", "Hello"] //The second KindConst R = Arr.reduce ((all,name) = All.includes (name)?All : [... all,name],[]); Console.log (R); //[1, 2, 3, 4, 23°c, 5, 6, 7, 8, undefined, NULL, True, False, "Chinese", "", "Hel

ES Query index corresponding mapping information

Private voidGetmappingbyindex (String indices)throwsIOException {getmappingsrequest getmappingsrequest=Newgetmappingsrequest (); Getmappingsrequest.indices (indices). Types (NewString[0]); Getmappingsresponse Response=client.admin (). Indices (). Getmappings (Getmappingsrequest). Actionget (); Immutableopenmapresponse.getmappings (); for(ObjectobjectcursorIndexentry:mappingsbyindex) { if(IndexEntry.value.isEmpty ()) {Continue; } System.out.println (Indexentry.key); for(Ob

[Web Front end] ES6 = = ES 2015

CP from:https://www.cnblogs.com/ricoliu/p/5996149.htmlMet with a puzzle that was originally called ES6, and now suddenly becomes es2015.The reason for this is the sixth change in ecma-262, all formerly known as ES6.But in order to be released frequently for smaller versions, it is now the standard term: Esmascrip 2015Baidu Information:As of the release date, the official name of JavaScript is ECMAScript 2015,ECMA International is intended to publish a new version with small incremental updates m

Python-timed Cleanup es index

Reserved for three days only#!/usr/bin/env Python3#-*-coding:utf-8-*-ImportOSImportdatetime#time into a stringNow_time= Datetime.datetime.now (). Strptime (Datetime.datetime.now (). Strftime ("%y.%m.%d"),"%y.%m.%d") Os.system ("curl-xget http://127.0.0.1:9200/_cat/indices > Date.txt") with open ("Date.txt","R") as F: forLineinchf.readlines (): Index= Line.strip (). Split () [2] Try: Index_strftime= Datetime.datetime.strptime (Index.split ("-") [-1],"%y.%m.%d") Ca= (Now_time-index_strftime

05-doc-values-es Control Aggregation Memory Usage-elasticsearch authoritative guide translation

Doc values in memory are constrained by the heap, and horizontal scaling can solve this problem in some cases, but you will find that even after you expand the node, the heavy agg will spend your heap space when the other nodes are not fully utilized. The default fielddata is written to memory, but this is not the only option, it can be written to the hard disk, and it can achieve the same functionality, but not in-memory fielddata but docvalue on the hard disk. Doc value was added to the 1.0 un

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