搜索资源列表
culling
- 检查某一点是否位于平截头体内,并据此决定是否显示。用dev-c++编译。-check whether a certain point in the first-cut body, and accordingly decide whether to show. With dev - c compiler.
Textures2
- Texture Mapping and Backface Culling
14-BackfaceCulling
- backface culling, simple code, see how its work
OpenGL-EPS-WMF-Output
- 这个文章和附件中的代码实现如何将OpenGL/MFC程序输出到 encapsulated postscr ipt (EPS)和Windows enhanced metafile (EMF)文件格式。最终的目标是能够产生可以编辑、打印和展示的适量图形文件。 -* display a vrml 3D triangular mesh using OpenGL in a MFC MDI application, * change the rendering options such as
xnafrustumculling
- 基于XNA的可见性剔除测试(Frustum View Culling)源代码-Based on the XNA removed visibility test (Frustum View Culling) source code
assignment3
- 實做z-buffer,depth-cue,backface-culling 很不錯唷-Really do z-buffer, depth-cue, backface-culling is pretty good唷
Textures1
- OpenGL Texture Mapping and Backface Culling -OpenGL Texture Mapping and Backface Culling
frustumculling
- frustum culling helper class for opengl vison volume plane extraction
FrustumCulling_OGL
- opengl 视锥裁剪算法。对OpENGL加速适时渲染的最基本算法。-OPENGL frustum culling
fsource
- Engine Introduction Many people have asked me for the DirectX demo C++ source code, so here it is. The Demo framework I ve build for creating the demos consist of the following components: * Kernel system, with scene manager, camera and simple
svgvml3d
- 矩阵变换,投影,消隐,渲染(只是由光线与平面的夹角来确定平面的亮度).最后分别通过FLASH,CANVAS(FF),VML(IE)显示出来. -Matrix transformation, projection, culling, rendering (only by the light and the angle between the plane to determine the brightness of the plane). Finally respectively, through
data_arrange
- 数据结构排序算法,透视投影是3D固定流水线的重要组成部分,是将相机空间中的点从视锥体(frustum)变换到规则观察体(Canonical View Volume)中,待裁剪完毕后进行透视除法的行为。在算法中它是通过透视矩阵乘法和透视除法两步完成的。 透视投影变换是令很多刚刚进入3D图形领域的开发人员感到迷惑乃至神秘的一个图形技术。其中的理解困难在于步骤繁琐,对一些基础知识过分依赖,一旦对它们中的任何地方感到陌生,立刻导致理解停止不前。-Data structures sorting
FrustumCulling
- 以OpenGL作api的视锥剪裁,对初学图形的很有帮助-frustum culling
frustum_culling_with_fps
- 用frustum實現performance improving 用"N"(no culling)或"C"(culling)鍵切換有無culling,可看fps於console window-implement frustum culling
frustum_culling
- 用frustum實現performance improving 用"N"(no culling)或"C"(culling)鍵切換有無culling,可看fps於console window-implement frustum culling
Visualization_Library_SDK
- Visualization Library 是一个 C++ 的中间件用来开发基于 OpenGL 2.1 的 2D/3D 应用程序,支持高级特性包括 OpenGL Shading 语言、帧缓冲对象、多目标渲染、Vertex 以及点阵缓冲对象、KdTree/AABB frustum culling 等等。提供一个基于 Unicode 的多语言文本引擎、高级纹理、DDS cubemaps, mipmaps, compressed textures, 等等。特别适合用来开发 3D/2D 的可视化、虚拟现
QSplat
- QSplat是一个大的几何模型,在实时显示的程序。它最初被设计在数字米开朗基罗项目的过程中,使我们生产的一百万元多边形模型。它的特点: 快速启动和逐步加载 用户可选的帧速率的实时交互显示 细化到高品质的渲染空闲时 点为基础的多分辨率表示与图示呈现,细节层次控制,层次可见性剔除 紧凑的代表 - 6个字节,每个输入点,包括法线,颜色包括9字节 快速预处理 QSplat可用于研究和商业使用,免费,在此网页底部。-QSplat is a program for disp
projgriddemo
- 一个Direct3d海洋demo.效果还不错,而且运用视景体实时裁剪.-a Direct3doscean demo.It has a great effect that using frustum culling.
Culling-Test
- culling test 源码, 可用于3D渲染的场景管理,提高渲染速度。-the source code of culling test
gl_occlusion_culling
- only simple occlusuon culling