The following are all converted from the android game programming entry-level classic. For more information, see the source.
To map a bitmap to a triangle, you need to add texture coordinates (texture coordinates) for each vertex of the triangle ). Texture coordinates map a point in the texture (uploaded Bitmap) to a v
Odustggg Personal Original, welcome to reprint, reprint please indicate the source, http://blog.csdn.net/odustggg/article/details/8168070Advantages of texturepacke:1. Memory problems. The width and height of OpenGL textures and the memory used will automatically expand to the Npower of 2. For example, 257*257 will be used for 512*512, and mobile phone memory is a rare resource,2. In terms of rendering speed, we should try to reduce the texture switchi
[Cocos2d-x related tutorials from the red child game programming path csdn blog address:Http://blog.csdn.net/honghaier]
Red child Cocos2d-X learning garden QQ Group:249941957Add group write:Cocos2d-x
This chapter is the first draft of my Cocos2d-x tutorial. I hope you will give more suggestions!
Some schemes of Cocos2d-x texture Optimization
In the current mobile platform game development process, many friends may encounter the problem
Unity3d Shaderlab compressed mixed texture mapTextures can be used to store large amounts of data, we can package multiple images on a single RGBA texture, and then extract these elements through shader code ,we'll be able to use each image's RGBA the message of the channel as a separate texture. This usage scenario, especially on the ground, has obvious advantag
Reprint Please specify source: http://www.cnblogs.com/Ray1024I. OverviewWe all know that direct2d can load and display pictures, but don't know if you ever think that this 2D graphics engine can be blended with textures? If we can do texture blending, then our 2D graphics engine can do more things, such as the concept of masks, we can do a lot more work on the image.People who have touched the knowledge of 3D rendering know the shader, in 3D rendering
LibGDX Game Engine-2-Image Rendering
This series of blog posts are from Sina's blog-xiaotudou. I have added my own understanding and modifications to this article!
Method Type
1. Use Texture as the image container and draw the image on SpriteBatch.
2. Use TextureRegion to intercept texture and draw it on SpriteBatch
3. Use the Sprite genie to set textureRegion, pass in SpriteBatch, and draw the image
Texture of the performance:
object Material and surface formed visual characteristics, such as: material hard or surface texture of the rough or fine finish of high or low, transparent feeling strong or weak, loose or tight texture or even, material light or heavy and so on. Texture and a variety of materials on the
Texture filtering
When discussing texture coordinates and sampling, you may have noticed that there is no texture mapping object that allows one by one of the elements on the texture map to correspond to the pixels rendered on the screen. The camera is located at any point in the textured object and is viewed from any
Pack is a struct, union, and class member alignment to specify the byte boundary. different from the/ZP switch of the compilation option (property> Configuration property> C/C ++> code generation> structure member alignment), it is not applicable to the entire project, it only targets modules, such as a compilation unit.1. # pragma pack (show)Displays the value of the Current byte alignment in the form of w
Fixed:
I looked at the terrain of the torque engine demo and found that he had used at most three textures in a square. Three texture stages are required for the three pasters, and two stages with Alpha values are added. A total of five texture stages are required. This is too demanding for the video card. At least my video card supports only four texture stage
Rendering to textures is an advanced technology in d3d. On the one hand, it is very simple, on the other hand it is very powerful and can produce many special effects. For example, the luminous effect, Environment ing, and shadow ing can all be achieved through it. Rendering to texture is only an extension of rendering to the surface. We only need to add more. First, we need to create a texture and take pre
Original link1. OverviewThe data in the texture memory is stored in memory in the form of one-, two-, or three-dimensional arrays, which can be accessed through the cache and can be declared larger than the constant memory.The operation to access the texture memory in kernel is called texture pickup (texture fetching).
IntroductionThis chapter describes some of the basic aspects of 2D graphics, including how to use Texture,textureregion and SpriteBatch.Texture slightly. SpriteBatch LIBGDX uses SpriteBatch to complete texture mapping and displays all work on the screen that are textured-mapped quads. It makes drawing graphics on the screen extremely simple and optimized. It works in the screen coordinate system, using the
When it comes to textures, it's hard to describe them in words:
I'll start with the picture:
Have you found anything?Look carefully:Our second model is to talk about the concept of texture mapping by giving the model some realism through texture mapping techniques.
Then we must not think that the second picture will certainly use texture mapping is not necessari
Texture: A texture saved in the GPU buffer.Textureregion: Defines a texture for a rectangular area. The main function is to playable the rectangular area that needs to be used from a piece of texture.Sprite:holds the geometry, color, and texture information for drawing 2D. This class is inherited from Textureregion, is
Now we will gradually coding the texture ing Based on mytutoriald3d11_5, because this project only draws a triangle so that we can easily paste a texture, then, change the texture sampling status and observe the texture changes.
First, we do not assign a color value to each vertex, instead of a
Write in frontPrior to learning 2D texture mapping, there are actually other types of textures that we need to learn further, the cube texture (cubemaps) to be learned in this section is a technique for compounding multiple texture images onto a cube surface. In the game the use of more sky bounding box can be implemented using CUBEMAP. The sample programs in thi
online looking for a long time, did not find a more ready-made solution, so they did a kind of program, because of the relatively urgent, so the degree of freedom is not very high, hope to find a better way ~
One article: http://blog.almostlogical.com/2010/08/20/ Adding-text-to-texture-at-runtime-in-unity3d-without-using-render-texture/ 1. First generate the required files with Bmfont
Reference: Http://www
Render to texture, RTT
Tags:HLSLRenderingGraphics
Category:Game programming
RTT is a basic technology used in many special effects. It is very simple and important to implement it. However, It is puzzling that only a few articles have been found on the internet for a long time. I don't know if it is too simple or because the technology has been around for a long time. In short, I had a lot of twists and turns when I was exploring this
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