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Description: 4.asm…… 响铃程序,输入一个数字字符N,响铃N次。(完成)ysk3.asm ……显示一个星型倒三角。m1.asm ………编程将键盘输入的8位无符号二进制数转化为十六进制数和十进制数,并输出结果form.asm ……采用子程序编程按以下三种格式(██,◣,◥)打印九九乘法表:(完成)char.asm ……小写字母a b c d ……x y z的ASCII码分别为61H 62H 63H 64H……78H 79H 7AH, 而大写字母A B C D ….X Y Z的ASCII码分别为41H 42H 43H 44H …58H 59H 5AH, 使用串处理指令编程从键盘输入16个字符(大小写字母及其它字母均有), 存入以BUF1开始的一片存储区中,并将其传送到以BUF2开始的一片存储区中, 在传送是将其中的小写字母均改为大写字母,并将第一个小写字母在串中的位置 (距串头BUF1的相对位移量)以十六进制形式输出。(完成)-4.asm ... ... beep procedures, the importation of a number of characters N, N-beep. (Completed) ysk3.asm ... shows a Star inverted triangle. ... ... M1.asm programming to the keyboard input of eight unsigned binary number into a hexadecimal number and decimal number, and the output form.asm ... using subroutine program by the following three formats ( , TT, Short) Print Jiujiuchengfabiao : ( completed) char.asm ... lowercase letters a b c d ... x y z ASCII respectively 61H 62H 63H 64H 78H 79H ... 7AH and capital letters A B C D .... X Y Z ASCII respectively 41H 42H 43H 44H 58H 59H L1.5AH ..., the use of string processing programming instructions from the keyboard 16 characters (letters and other case-sensitive alphanumeric both), credited to BUF1 started a storage area and its transmission
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Size: 3072 |
Author: 冯萍 |
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Description: 本人为了图像处理的需要,很想实现二维图像的三维显示,于是写了本代码,希望与此有兴趣的读者共享。图像的获取一是bmp图像文件,二是来自剪贴板。本代码在MFC中调用OpenGL库函数来实现二维图像的三维显示,图像的宽度、高度和象素的亮度分别为三维空间的x,z,y坐标。程序主要有初始化、绘图、资源释放和操作部分,这些功能在OGL_MFCView.cpp文件中实现。OpenGL库的初始化在该文件中的OnCreate,InitScene和DrawScene函数中实现,主要初始化OpenGL运行时的环境变量,三维物体的光照,材质等,由于介绍OpenGL库的初始化的文档很多,在这里我就不多说了,感兴趣的读者可以参考有关的文档。在DrawScene函数中调用全局函数GLDraw3DBMP完成绘图部分。 编译源代码时,必须把opengl32.lib glu32.lib链到工程中。 可以通过对话框改变材质。按上下箭头键可以实现三维图像的绕x轴旋转,按左右箭头键可以实现三维图像绕z轴旋转。 本代码在Windows2000下编译通过。-image processing to the needs and would like to achieve th ree-dimensional two-dimensional images, then wrote the code, with the readers are interested in sharing. Image Access First bmp image files, two from the clipboard. The MFC code Calling OpenGL library functions to achieve the three-dimensional two-dimensional image display, image width, height and pixel brightness of the three-dimensional space x, z, y coordinates. Main initialization procedures, mapping, the release of resources and operation, the function of these documents OGL_MFCView.cpp achieve. OpenGL library initialization of the documents, the OnCreate, InitScene DrawScene function and the realization of the main initialization OpenGL runtime environment variables, 3D objects light, material, and as such introduced OpenG
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Size: 106496 |
Author: 张立强 |
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Description: 关于隐藏线消除的代码示例,通过鼠标惦点击显示所选物体z-buffer数值等相关参数-hidden line elimination of the code examples, by clicking on the mouse Dian show selected objects z-buffer numerical parameters related
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Size: 3072 |
Author: eric |
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Description: One over Z style, perspective correct texture mapper
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Size: 106496 |
Author: WMX |
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Description: 商业单位需要容易记忆的电话号码,有一些方法可以让电话号码变得更容易记忆。譬如,可以把电话号码写成单词或短语,如 TUT-GLOP 可以代表滑铁卢大学的电话。有时仅仅是把号码的一部分写成单词,如打 310-GINO 便可向 GINO 比萨饼店定购比萨。另一种让电话号码容易记忆的方法是将数字用一种容易记的方式组合起来,譬如 3-10-10-10 也可以代表 GINO 比萨饼店。
电话号码的标准形式是七位十进制数字,在它的第三位和第四位之间用连字符连接(例如:888-1200)。电话的键盘提供了字符于数字之间的映射关系,如下所示:
2
A、B和C
3
D、E和F
4
G、H和I
5
J、K和L
6
M、N和O
7
P、R和S
8
T、U和V
9
W、X和Y
Q 和 Z 没有映射到键盘,而连字符不需要被拨打并且可以根据需要添加和删除。TUT-GLOP 的标准形式是 888-4567,310-GINO 的标准形式是310-4466,3-10-10-10的标准形式也是 310-1010。
如果两个电话号码有相同的标准形式,那么这两个电话号码是相同的。-commercial units need easy to remember telephone numbers, there are ways to allow more telephone numbers easy to remember. For example, telephone numbers can be written words or phrases, such as pseudodynamic- GLOP can represent the University of Waterloo calls. Sometimes numbers is only part of the written word. if the fight 310-GINO will be able to GINO pizza shop ordering pizza. Another phone number so easy to remember the method is to use a number of easy to remember the combination. For example 3-10-10-10 can also represent GINO pizza shop. The telephone number is the standard form seven decimal digits. in its third and fourth between connecting with characters (for example 888-320-4234-1200). Telephone keyboard characters in the digital mapping between, as follows : 2 A, B and C, D,
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Size: 1024 |
Author: 张日天 |
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Description: 1,画一个三棱锥(或三棱柱)穿透一个立方体,并用Z_buffer算法消隐,其中立方体和三棱锥的各个面用不同的颜色表示
2,用动画实现穿透的全过程并且实现光照 立方体可以旋转运动 三棱锥可一上下穿透
关键词:Z缓冲器算法 Z向深度缓存算法
Z_buffer Phong光照模型 -a painting a three pyramid (or three prism) penetrating a cube. Z_buffer algorithm using hidden, cube and the three pyramid-all with different colors 2, Animation achieve penetration with the entire process and achieve illumination cube rotation can be a three pyramid next penetrating Keywords : Z Z-buffer algorithm to the depth buffer algorithm Z_buffer Phong illumination model
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Size: 79872 |
Author: 朱友勇 |
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Description: ZBUFFER algorithm 是zbuffer算法的一个具体实现,即线消隐-ZBUFFER algorithm is a buffer algorithm to realize that is, hidden line removal
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Size: 509952 |
Author: 海玲 |
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Description: 用Direct3D画多个旋转的立方体,用到了Z-Buffer技术,有兴趣的可以看一个.-Direct3D painting with multiple rotating cube, using the Z-Buffer technology, are interested can see a.
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Size: 18432 |
Author: snower_tt |
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Description: 基于MFC的z-buffer算法实现,希望大家喜欢-MFC based on the z-buffer algorithm, I hope you like
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Size: 1999872 |
Author: yangben |
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Description: 能画出一个立方体,旋转.成功消隐 ,着色-Able to draw a cube, rotating. Successful blanking, shading
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Size: 4155392 |
Author: 小晒 |
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Description: 在屏幕上任意绘制一个多边形,在计算机内将其表示为一个以此多边形为底面的正n边棱柱(指定高度),棱柱的各面具有不同的颜色。
用Z-Buffer算法做面消隐;
允许以棱柱中心为固定点,通过输入x, y, z方向的转动角度实现任意角度的旋转(或通过鼠标操作实现任意角度的旋转) ;
投影方式:正平行投影,并假设物体始终在裁剪空间内;-On the screen draw an arbitrary polygon, within the computer as a polygon of its represented as a positive for the bottom side of the prism n (specified height), the prism of each side has a different color. Z-Buffer algorithm is used to do face hidden allowed to prism center fixed point, by entering the x, y, z direction of the rotation angle to achieve any angle of rotation (or through the mouse to achieve any angle of rotation) projection mode: Positive parallel projection, and assuming that objects are always cutting space
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Size: 2112512 |
Author: 一个新名字 |
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Description: 提供可靠的消隐算法,z缓冲算法的改进,花了3块钱下载的论文-Blanking algorithm to provide reliable, z buffer algorithm improvements
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Size: 186368 |
Author: 陆成宗 |
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Description: Z—Buffer扫描转换,对OBJ面片文件进行2D显示-Z—Buffer
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Size: 5731328 |
Author: xfx |
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Description: 消除隐藏面算法。z-buffer 扫描线算法.-Elimination of hidden surface algorithms. z-buffer scan line algorithm.
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Size: 4096 |
Author: likunlun |
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Description: 《计算机图形学》一书的源码,实现ZBuffer消隐。-" Computer Graphics," a source book to achieve ZBuffer blanking.
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Size: 2184192 |
Author: 王习之 |
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Description: 用z- buffer算法实现计算机图形学中交互界面图像的隐藏面消除-Z-buffer algorithm for hidden surface elimination
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Size: 26624 |
Author: programup |
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Description: Z-buffer隐面算法 MFC 孔令德 计算机图形学 课件源代码 答案 隐面-Z-buffer algorithm MFC
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Size: 432128 |
Author: Arizoncle |
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Description: C#实现计算机图形中的Z-Buffer消隐算法实例-C# implementation of computer graphics in the Z-Buffer blanking algorithm instance
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Size: 47104 |
Author: 李德龙 |
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Description: Z缓冲器消隐算法实现非常好用直接编译即可使用-Blanking Z buffer algorithm is very nice compilation can be used directly
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Size: 318464 |
Author: 穆毅 |
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Description: 一个简单的基于Z—Buffer渲染的测试用例, 对于初学者可以很好的理解Z-Buffer渲染。(There is a very simple but useful model about Z-Buffer rendering, which is very hopeful for beginner to understand the effect of Z-buffer rendering in OpenGL.)
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Size: 3350528 |
Author: zxY1120
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