logic, specifically in tools-and part Editor(3) PCB Decal can only be done in pads layout, specifically in Tools, PCB Decal Editor(4) Part to be associated with CAE and PCB decal, before normal use.
2. How do I import existing schematics and PCBs into my pads library? This is a very good feature, you can put other people to draw a good component into their own library, can be used at random.
Select parts in logic, then select all, import into libraries, and select the user's libra
few transparent objects as possible in the weather effect (CPU calculates the approximate value of fog effect)
Use triangles as much as possible for the physical proxy (for collision detection)
Exercise caution when using destructible objects
GPUPerformance
Resolution-independent:
Use as few vertices as possible for rendering (each vertex is a unique position and coordinate point of the texture)
Use a less complex vertex format
Use as few lights as possible with shadows
Use
three Gtk.toolbutton to it
Contents = Gtk.drawingarea ()
contents.set_size_request ()
hbox.add (contents)
Contents.set_app_ Paintable (True)
contents.connect ("drag-data-received", self.passive_canvas_drag_data_received)
Contents.connect ("Draw", Self.on_draw)
Then a gtk.drawingarea is created, connecting the "drag-data-received" and "draw" signals.
Self.palette.add_drag_dest (contents,
Gtk.DestDefaults.ALL,
1, open the env_sky_shadow.ma scene file, if you complete the previous practice, you can also use your last completed saved files. Delete the sphere. Select the lights, 3D Env_sky icon, and the 3D texture icon for the cloud. Select Display > Hide > Hide Selection These will organize our scene is our focus on paint effects stroke.
2, switch to perspective selection plane Select paint effects > Make paintable.
Open visor.
Select a brush.
Draw a pen
The standard shader based on physical coloring (PBS) is introduced in Unity5 . Since this shader can realistically simulate a variety of hard surfaces by adjusting parameters and decals, it is no longer necessary to write shaders individually for a variety of textured materials, as in the Unity4 era, and to get better results. This "universal shader" seems to give a person no longer need to write their own shader illusion, but do games and do virtual
In laptops, the cooling fan can be said to be a very important accessory, if this part strikes, our laptop may not be able to boot or can be turned on, after a period of time to burn some parts. Therefore, the cooling fan on the importance of the notebook is still very considerable.
One day, when I was at work, a colleague came to find a notebook and said that his notebook was not able to boot. The colleague used the same ThinkPad X series, the specific model for x201i, according to colleagues
substance Designer, bake a map to improve performance, or render to Texture Blueprint toolset (https://www.youtube.com/watch?v= pg2fhldzrisfeature=youtu.bet=2000)
Phong highlights of the SG approximation: the Phong equation inside the POW function to kill, code in the BASEPASSFORFORWARDSHADINGPIXELSHADER.USF inside the Phongapprox (spherical Gaussian Approximation for Blinn-phong, Phong and Fresnel)
Using the Framebuffer_fetch extension of the mobile platform to do alphablend in shader, the cod
the approximate value of fog effect)
Use triangles as much as possible for the physical proxy (for collision detection)
Exercise caution when using destructible objects
GPUPerformance
Resolution-independent:
Use as few vertices as possible for rendering (each vertex is a unique position and coordinate point of the texture)
Use a less complex vertex format
Use as few lights as possible with shadows
Use decals with caution
Resolution-related:
Render ob
, through the air.UV: Enhance the light sense, highlight the three-dimensional effect.Cover film: Effectively prevent yellowing of the paper fade and breakage.Tin hot: Better texture, gorgeous noble quality.Convex: Increase the three-dimensional image, increase the touch and look of printed matter.The common book printing and binding methods are: riding nails, wireless glue, lock line, such as plastic packaging.Riding nails: Book flat, low cost, fast and convenient.Wireless adhesive: Cutting edg
side of the triangle, that is not necessarily clockwise around the back will never see. (http://bbs.csdn.net/topics/380040702)4, open the depth test: glenable (gl_depth_test) to open the depth test, of course, before opening, you should initialize a depth buffer Glutinitdisplaymode (glut_double| glut_rgba| glut_depth);Pros: The depth test will eliminate pixels that should be overlaid with existing pixels, solving the problem of back cullingCons: Requires more memory overhead7, the effect of str
Extracted from counter-fighting, you can use the polygon offset method to solve this problem. The method is as follows: drawsomething (); // draw another thing in the same position: gl_polygon_offset_fill ); // This is the one we need... glpolygonoffset (g_offsetfactor, g_offsetunit); drawotherthing (); glpolygonoffset (0.0f, 0.0f: when gl_polygon_offset is enabled, each fragment's depthvalue will be offset after it is interpolated from the depthvalues of the appropriate vertices. the value of t
supported. PNG transparency is not supported, GIF transparency is supported. Is the original in the MDN example, please download the details in the properties.MDN Examples of decals: https://developer.mozilla.org/samples/webgl/sample6/index.htmlThis example makes a large modification, and increases the lighting effect. Note that there is no light change in the original example.We first modify the shaderIDtype= "X-shader/x-vertex"> attribute HIG
, which will not lead to different syntax for writing different shader. In the previous article, we made an image of the relationship between shader, materials, and textures, such as: material is the object to be used eventually, shader is a program about how to process and process, it is a kind of procedure fragment, as for the map, color and so on they belong to the material of this processing solution. So when you want to build a shader, to use it in the material used, both need to have an al
run-time memory consumption. The finer the granularity of the packaging, the smaller the two indicators, and the two drawcall can be merged when two renderqueue adjacent Drawcall use the same map, material, and shader instances. But the granularity of packing is not as fine as it is. If the runtime is to load a large number of small bundles at the same time, the load will be very slow-time is wasted on scheduling between the threads and small I/O on multiple batches, and drawcall merging does n
have a basic texture (no alpha), a normal map, a height texture ( with parallax depth in the alpha channel)What's the use of height? Reference:http://blog.chinaunix.net/uid-26651460-id-3198307.htmlParallax Specular map Shader:the required resources have a basic texture (with Alpha for specular mapping), a normal map, a height texture ( with parallax depth in the alpha channel)Decals Shader:is to put a layer of texture on the original basis.--Xiao J
the appropriate projection channel.
keepalpha-The opacity in the default alpha channel is 1.0 (white), regardless of how much alpha is in the output structure or what the light function returns.
decal:add-Additional decals shader (such as terrain addpass). This is meaningful for objects that are positioned just above other surfaces and that use additional blending.
decal:blend-Translucent applique shader. This is meaningful for objects th
of the package and run-time memory consumption. The finer the granularity of the packaging, the smaller the two indicators, and the two drawcall can be merged when two renderqueue adjacent Drawcall use the same map, material, and shader instances. But the granularity of packing is not as fine as it is. If the runtime is to load a large number of small bundles at the same time, the load will be very slow-time is wasted on scheduling between the threads and small I/O on multiple batches, and draw
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