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Construct a graphical installation program for Linux (2) (1)

X-Locale. All XFree86 systems keep it in the/usr/X11R6/lib/X11/locale directory. Each Locale in this directory has a directory that stores its own X-locale. Generally, the file name is XLC_LOCALE. This file contains the settings related to the encoding of the Region, and comments starting with the # font size in the file. Take the content of Simplified Chinese XLC_LOCALE on the installer as an example:XLC_FONTSET# Fs0 class (7-bit ASCII)Fs0 {Charset {Name ISO8859-1:

Opengl ES 1.x NDK Instance Development eight: rotated texture pyramid

, Version 2.0 (the "License") ; * You are not a use this file except in compliance with the License. * Obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * unless required by appli Cable law or agreed into writing, software * Distributed under the License is distributed on a "as is" BASIS, * without Warranties or CONDITIONS of any KIND, either express OR implied. * See the License for the specific language governing permissions and * limitations under the License. *

Add OpenGL toolkit for vs2012 in 64-bit Systems

compiling environment Currently, mainstream windows compiling environments include Visual Studio, broland C ++ builder, Dev-C ++, and so on. They all support OpenGL.I chose Visual Studio 2008 and vc6 ++ as the learning environment for OpenGL.Step 2: Install the glut Toolkit Glut is not required by OpenGL, but it will bring some convenience to our learning. We recommend that you install it.Glut in Windows: (the size is about 150 K)Http://www.opengl.org/resources/libraries/glut/glutdlls37beta.zip

OpenGL Development Environment configuration in VC ++ 6.0

OpenGL official website (English) Http://www.opengl.org Next I will give a brief introduction to OpenGL programming in windows. Step 1: select a compiling environment Currently, mainstream windows compiling environments include Visual Studio, broland C ++ builder, Dev-C ++, and so on. They all support OpenGL. But here we choose VC ++ 6.0 as the learning OpenGL environment. Step 2: Install the glut Toolkit Glut is not required by OpenGL, but it will bring some convenience to our learning. We rec

VC + + 6.0 OPENGGL configuration and Glut configuration

Transferred from: http://blog.sina.com.cn/s/blog_5f0cf7bd0100c9oa.htmlOpenGL official website (US site)http://www.opengl.orgBelow I willWindows under theOpenGL programming for a brief introduction.First step: Select a compilation environmentRight nowThe mainstream compilation environment for Windows systems hasVisual Studio,Broland C + + Builder,Dev-c++ and so on, they are all supportedOpenGL's. But here we chooseVC + + 6.0 as a learningOpenGL's environment.Step Two: InstallGLUT Tool KitGlut not

[WebGL Primer] 12, model data and vertex properties

to the "CD drive" of WebGL to write data to the "cache" disc.Once the cache is bound, use the Bufferdata function to write data to the cache, writing the processing into a function, which is the following.> Generating VBO functionsfunction Create_vbo (data) { //Generate Cache object var Vbo = Gl.createbuffer (); Bind Cache Gl.bindbuffer (GL. Array_buffer, VBO); Writes data to the cache Gl.bufferdata (

JS Synchronous-Asynchronous-callback

encounters an await, waits until the triggered asynchronous operation completes, and then executes the statement behind the function body.Here is an example.Both Getstocksymbol (name) and Getstockprice (symbol) are asynchronous functions in order to use theAwait is declared, and when the two asynchronous function calls are finished, a promise object is returned with a value ofStockPriceAsync function Getstockpricebyname (name) {var symbol = await Getstocksymbol (name);var stockprice = await get

(My summary) detailed introduction to the OpenGL Development Library

Document directory Composition of OpenGL Development Library To develop OpenGL-based applications, you must first understand the OpenGL library functions. It adopts the C language style and provides a large number of functions for graphic processing and display. The names of OpenGL library functions are quite regular. All OpenGL functions use the following format: Figure 1The APIS related to OpenGL function libraries include core libraries (GL),

List of standard workflows in EBS 11i

When reading the introduction of Oracle Steven Qiao's workflow, his PPT mentioned the Workflow Applied in EBS. I also needed a list like this, so I made some work. He did not mention the workflow of the advanced product catalog (APC) module. It is estimated that this list is not complete. In the future, you will have the opportunity to complete them one by one.General ledger module (GL) GIS (Global intercompany System) Notification Automatic

Use of the android game development framework libgdx (5)-stage and common UI

() {// todo auto-generated method stub} @ override public void render () {GDX. GL. glclear (gl10.gl _ color_buffer_bit); label. setwrappedtext ("FPS:" + GDX. graphics. getframespersecond (), halignment. center); stage. act (GDX. graphics. getdeltatime (); stage. draw () ;}@ override public void resize (INT width, int height) {// todo auto-generated method stub} @ override public void resume () {// todo aut

OpenGL es1.1.12 Chapter 2 2.6 2.6.1

(Draft only, not sorted) 2.6 Basic Elements and vertices In Gl, geometric objects are drawn through a series of coordinate groups, including vertices, optional normal (optionally normals), and texture coordinates. Coordinate groups are defined by vertex arrays (see section 2.8 ). There are seven types of geometric objects completed in the following ways: Point (including point angle), connection line segment (Line Band), line segment ring, separated

Glsurfaceview for gallery3d code analysis

); } @Override protected void onPause() { super.onPause(); mGLView.onPause(); } @Override protected void onResume() { super.onResume(); mGLView.onResume(); } private GLSurfaceView mGLView;}class ClearRenderer implements GLSurfaceView.Renderer { public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Do nothing special. } public void onSurfaceChanged(GL10

Android development _ libgdx game engine tutorial-beautiful custom progress bar (8)

. Graphics. getheight (), true ); Stage. addactor (bar ); } @ Override Public void dispose (){ // Todo auto-generated method stub Bar. Dispose (); } @ Override Public void pause (){ // Todo auto-generated method stub } @ Override Public void render (){ // Todo auto-generated method stub GDX. gl. glclear (gl10.gl _ color_buffer_bit ); GDX. gl

Go to: Python global variables

Avoid using global variables whenever possible. Different modules can freely access global variables, which may lead to unpredictable global variables. For global variables, if programmer A modifies the value of _ A, programmer B also uses _ A, which may cause errors in the program. It is difficult to find and correct such errors. Global variables reduce the universality between functions or modules. Different functions or modules depend on global variables. Similarly, global variables reduce co

Mapbox Studio FAQs

Before using leaflet + Qunee to achieve the map topology, the same use of leaflet has a more professional map application: Mapbox, you can customize a simple, professional, beautiful map, in the traditional map service providers (Google,nokia, Apple ... ), with a better choice, Mapbox Studio is an open source software that uses a lot of web technologies: Mapnik, node. js, Backbone.js, leaflet, codemirror ... Its client itself is a WebApp + Chrome, cross-platform, has a good interactive experienc

OpenGL VAO and VBO

VBO is used to store vertex data, including vertex colors, coordinates, normals, and indices of vertices.Vao is used to store information about how the graphics processor will use the data inside the VBO, and what coordinates are in the vertex data, which are the colors, and which are the normals.I've never been too clear about these before, so I guess there's a part of me that I don't understand, so I'm going to use Cocos2d-x's renderer code to illustrate the difference between Vao and no vao,

Experience on cocos2d Coordinate System

Whether it is 2D or 3D development, the most important thing to understand is the coordinate system. If this is a mess, there will be no rush. So when we play cocos2d, we first need to figure out all the things related to coordinates. Two basic coordinate systems:The screen coordinate system and the GL coordinate system. The X axis of the screen coordinate system is right-facing, and the Y axis is down. The default origin is in the upper left c

X11R7.0? Translated? Solution to libdri_la-dri.lo errors

can basically be a GL problem. The Search + study was completed after half a day. The solution is as follows: 1. Download MesaLib, http://xorg.freedesktop.org/rele... esaLib-6.4.1.tar.gz 2. decompress the package. Execute make linux-x86 (parameters can be found in configs if it is a machine with other architectures) 3. mkdir/usr/include/GL Cp./include/GL/*

Build the development environment of Lesson 1st

For this tutorial, refer to "OpenGL getting started tutorial". Use the development environment vc6.0. The following files are required for OpenGL development: Gl. h Glu. h Glaux. h Opengl32.lib glu32.lib Glaux. Lib Opengl32.dll glu32.dll The above files are installed in vc6.0 and have been installed in the system. The 3 *. H files are stored in c: \ Program Files \ Microsoft Visual Studio \ vc98 \ include \

WebGL (3)--parameter to shader

#本文参考 The WebGL Programming Guide There are two types of variables in the shader:(1) attribute: Data related to each vertex(2) Uniform: the same data for each vertex#比如: Each vertex has a different position, the position is attribute, and if each vertex is red, the red can be uniform.To pass a parameter to a shader:(1) Declaring a variable in a shader// Vertical Shader var Vshader_source = ' attribute vec4 aPos; void Main () { = aPos; = 30.0; } '// fragment shadervar fshader_so

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