文章分类 - 图形学
摘要:选择集 me:就是查询函数。大多数ObjectARX函数在处理选择集和实体时,都用名字来识别选择集或实体,该名字用一个长整型对来表示的,并对AutoCAD来维护。在ObjectARX中,该名字的类型为ads_name。 在对选择集或实体进行操作之前,ObjectARX应用程序必须通过调用一个返回其名字的库函数来得到选择集或实体名字。注意:选择集和实体的名字是不稳定的,它们仅仅在AutoCAD当前图形工作时有效。如果从AutoCAD退出或切换到另一个图形时其值就会丢失。 对于选择集来说,它也是与当前图有关联的,所以其名字的不稳定性不会影响选择集。但是对于实体就不一样了,因为它是被存放在图形数..
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摘要:http://nvidia.e-works.net.cn/document/200909/article9167.htmhttp://www.cnblogs.com/salt/archive/2010/12/23/1915229.htmlhttp://www.nvidia.com/object/product_geforce_3D_VisionKit_us.htmlhttp://blog.csdn.net/pizi0475/article/details/7627670
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摘要:http://msdn.microsoft.com/en-us/library/windows/desktop/dd368826(v=vs.85).aspxPIXELFORMATDESCRIPTOR structure此结构体在wingdi.h中。PIXELFORMATDESCRIPTOR结构体描述了绘制曲面的像素格式。typedefstructtagPIXELFORMATDESCRIPTOR{WORDnSize;WORDnVersion;DWORDdwFlags;BYTEiPixelType;BYTEcColorBits;BYTEcRedBits;BYTEcRedShift;BYTEcGre
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摘要:http://www.opengl.org/wiki/Main_Pagehttp://www.opengl.org/sdk/http://www.lighthouse3d.com/http://www.lighthouse3d.com/opengl/tutorials.shtml
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摘要:http://staff.ustc.edu.cn/~zhuang/acg/
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摘要:http://www.songho.ca/opengl/gl_fbo.html概述在OpenGL渲染管线中,几何数据和纹理经变换和测试后,它们最终被渲染到屏幕上。OpenGL渲染管线最终的渲染结果保存在framebuffer中。framebuffer是一个2D数组的集合:colour buffer, depth buffer, stencil buffer和accumulation buffer。 默认情况下,OpenGL使用framebuffer做为渲染结果的保存buffer。Framebuffer由窗体系统创建并管理。此默认的framebuffer被称做窗体系统提供的framebuffer
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摘要:http://www.opengl.org/discussion_boards/showthread.php/130628-performance-issues-do-they-ever-end?goto=nextoldestHi,I'm trying to implement a 3D editor program. I'm having trouble getting the selection mechanism to work.I'm using the approach outlined in Chapter 14 of the Red Book ("
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摘要:http://www.lighthouse3d.com/opengl/picking/index.php?color1The Red Book describes an interesting approach to picking based on color coding. This is a very simple approach that can be used instead of using the OpenGL API described in the previous sections.The color coding scheme does not require any
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摘要:http://www.lighthouse3d.com/opengl/picking/index.php?openglway实现鼠标拾取功能Picking TutorialThe Name StackThe OpenGL API provides a mechanism for picking objects in a 3D scene. This tutorial will show you how to detect which objects are bellow the mouse or in a square region of the OpenGL window.<此教程告诉
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摘要:1.glBitmap例子 画出三个F。各字符间距不同。#include<GL/glut.h>#include<stdlib.h>GLubyterasters[24]={0xc0,0x00,0xc0,0x00,0xc0,0x00,0xc0,0x00,0xc0,0x00,0xff,0x00,0xff,0x00,0xc0,0x00,0xc0,0x00,0xc0,0x00,0xff,0xc0,0xff,0xc0};voidinit(void){glPixelStorei(GL_UNPACK_ALIGNMENT,1);glClearColor(0.0,0.0,0.0,0.0);}
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