搜索资源列表
vertex
- vertex矢量图层,可以显示图像,移动
Direct3D ShaderX Vertex and Pixel Shader Tips and Tricks_Wolfgang.F
- Wolfgang.F的着色器语言HLSL经典外文教程《Direct3D ShaderX Vertex and Pixel Shader Tips and Tricks》,附PDF教程和第一章部分源码(由于上传大小限制)
graphDegree
- 求图的顶点连通度算法。方法就是先对源和汇做枚举,之后对每个枚举情况,把除去源汇两点的其余所有顶点看成是容量限制为1的点,求网络的最大流,就是此点对的顶点连通度,之后对枚举的所有点对找连通度最小的当成图的连通度。 带有顶点容量限制的最大流方法:将带容量限制的顶点u拆成两个点u 和u*,原顶点u的入边为u 的入边,原顶点u的出边为u*的出边,之后在u 和u*之间连接双向边,边的容量为顶点的容量限制。-plans for the ver
ShadowMap
- ati的例子 shadowmap 用vertex shader和pixel shader和 direct3d api-ati example shadowmap using vertex shader and pixel sh Ader and Direct3D api
simple_vertex_texture
- nvidia最新的nv40内核显卡支持在vertex shader程序中访问纹理。本代码演示了如何在顶点编程中实现访问一个2维纹理数据.推荐vc7.1+6800显卡。-being the latest ATI graphics kernel support for the vertex shader process visit asked texture. This code demonstrates how to achieve pe
OceanWater
- 用vertex shader和pixel shader编写的超经典的海水运动-using vertex shader and pixel shader prepared by the ultra-classical movement of the water
Tutorial_29_Vertex_Shader_Position
- 本例展示了D3D9.0中使用顶点着色器(Vertex Shader, *.vsh)绘制的过程。 本例运行的软硬件环境: Visual C++ 7.0 Direct3D 9.0 盛崇山版权所有-the cases demonstrate the use of D3D9.0 vertex coloring (Vertex Shader.*. vsh) preparation process. The cas
np
- 顶点覆盖问题的NP完全证明和顶点覆盖优化问题的近似算法-vertex cover problem NP-complete certification and vertex cover the approximate optimization algorithm
clouds
- 基于direx对云的模拟The procedural clouds sample demonstrates the use of vertex and pixel shaders to generate realistic, moving cloud layers. The sample uses dependant texture reads to perturb a cloud texture map. -Direx Based
OceanWater
- 海面的模拟The OceanWater sample demonstrates the use of vertex and pixel shaders to create the effect of a shiny oscillating ocean surface with multiple waves moving in different directions.-Simulation of the sea The OceanWat
VertexBufferObjects
- When you need raw polygon-pushing power, you can always utilize the optimizations provided by OpenGL. Vertex Arrays are one good way to do that. For even more boost you can use a recent extension to graphics cards called
ogl_arb_shader_simple_vs2ps
- Demonstrates how to write both a simple vertex and pixel shader using ARB_vertex_program and ARB_fragment_program. -Demonstrates how to write both a simple vertex and pixel shader using ARB_vertex_program and ARB_fragmen
HW_Image_Processing
- 这是一个利用GLSL语言对图像进行硬件加速的很好的一个程序,充分利用了vertex shader和fragment shader的功能和作用。-This is a use of language GLSL hardware acceleration on the image of a good process, full advantage of the vertex shader and fragment shader functio
TraceCRect
- 一个自己实现的“橡皮筋”矩形,通过矩形的4个顶点和4个中点都可以改变矩形的大小-A realization of their own rubber band rectangle, through the rectangular 4 vertex and the midpoint of 4 can change the size of rectangular
vertex
- vertex矢量图层,可以显示图像,移动-vertex vector layer, you can display images, mobile
VertexShader
- aan example of the vertex shader
DirectX
- ·第 1 章 3D基础知识 ·1.1 什么是3D? ·1.2 3D相关概念 ·1.3 DirectX介绍 ·1.4 Direct3D中3D基元 ·1.5 Direct3D的表面和顶点法向矢量 ·第 2 章 Direct3D系统架构 ·2.1 Direct3D在系统中的位置 ·2.2 Direct3D各个组件位置 ·2.3 渲染 ·第 3 章 Direct3D程序 -Chapter 1 3D B
3DSLoader
- 将3Dmax文件顶点数据导入,实现快速建模,是游戏引擎的必备组件。-3Dmax vertex data file will import, rapid modeling, game engine is an essential component.
NPVertexCover
- NP问题的顶点覆盖问题的近似算法的Vc++实现-NP problem vertex cover problem approximation algorithm Vc++ Achieve
per-pixelper-vertex--lighting
- directX使用HLSL实现每像素光照和每顶点光照,包含FX文件以及程序加载使用-The implement of per-pixel lighting and per-vertex light in DirectX with HLSL.