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Description: ROAM Simplistic Implementation
By Bryan Turner
brturn@bellsouth.net
January, 2000
Project file for MS Visual C++ 6.0.
Requires GLUT DLL (www.opengl.org)
Adjust program constants in Landscape.h and Utility.cpp.
MAPS:
Default map is read from HeghtXXX.raw where XXX is the MAP_SIZE
(as defined in Landscape.h). If this map is not found, the program
attempts to open \"Map.ved\", a Tread Marks map file. Tread Marks maps
will only work for MAP_SIZE == 1024. Also, the MULT_SCALE to view
Tread Marks maps correctly is \"0.25f\". (www.TreadMarks.com)
CONTROLS:
MOUSE - Hold Left Mouse Button to Rotate View Angle
Q - Change Rendering Mode (Wireframe, Lit, Fill, Texture)
O - Change View Mode (Observe, Follow, Drive, Fly)
W/S - Move forward/back
A/D - Rotate left/right (in Observe Mode only)
F - Stop Animation
R - Toggle Frustum Drawing
0/9 - More/Less Triangles per frame
1/2 - Adjust FOV
Platform: |
Size: 381179 |
Author: lifeng |
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Description: 需要d3d 9SDK,一个图形引擎的一部分,包括3DS MAX的导出插件,模型文件导入,四叉树LOD,等。 -D3D 9SDK needs, a part of the graphics engine, including 3DS MAX plug-derived model file import, quadtree LOD, etc.
Platform: |
Size: 990912 |
Author: 魏旭东 |
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Description: 3Do游戏代码,基于四差数的地形程序,lod地形实现。-3Do game code, based on the difference of four terrain procedures, incomplete realization of the terrain.
Platform: |
Size: 1917359 |
Author: 易益平 |
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Description: 地图的LOD技术,可以使你的程序的图像在尽可能好下尽可能快-map LOD technology, allows you to process images in the best possible as quickly as possible under
Platform: |
Size: 297727 |
Author: 赖星痕 |
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Description: 2D/3D Scene Graph rendering engine for Linux/Unix/Win32 layered atop OpenGL. Supports stereoscopy, volume rendering, 2D/3D texture mapping, picking, LOD and view-dependent operations, cross-platform text, constant-rate rendering and image-based data.
Platform: |
Size: 634358 |
Author: 约非 |
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Description: LOD编程实例,在程序中根据视点与对象的距离,以不同的网格来绘制球体。-LOD programming examples, in proceedings under View and the distance between objects, a different grid to map Spheres.
Platform: |
Size: 240127 |
Author: 赵志强 |
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Description: 三位地形的模拟。由于地形的模拟通常需要大量的数据,在满足视觉效果的前提下,使用LOD技术提高程序速度-three terrain simulation. Because of the topography simulation usually require large amounts of data to meet the visual effects on the premise that the use of technology to improve procedures LOD speed
Platform: |
Size: 291982 |
Author: 赵志强 |
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Description: /*PL/0编译系统C版本头文件pl0.h*/
/*
typedef enum
{
false,
true
} bool;
*/
#define norw 13 /*关键字个数*/
#define txmax 100 /*名字表容量*/
#define nmax 14 /*number的最大位数*/
#define al 10 /*符号的最大长度*/
#define amax 2047 /*地址上界*/
#define levmax 3 /*最大允许过程嵌套声明层数[0,levmax]*/
#define cxmax 200 /*最多的虚拟机代码数*/
/*符号*/
enum symbol{
nul, ident, number, plus, minus,
times, slash, oddsym, eql, neq,
lss, leq, gtr, geq, lparen,
rparen, comma, semicolon, period, becomes,
beginsym, endsym, ifsym, thensym, whilesym,
writesym, readsym, dosym, callsym, constsym,
varsym, procsym,
};
#define symnum 32
/*名字表中的类型*/
enum object{
constant,
variable,
procedur,
};
/*虚拟机代码*/
enum fct{
lit, opr, lod,
sto, cal, inte,
jmp, jpc,
};
#define fctnum 8
/*虚拟机结构代码*/
struct instruction
{
/*454*/
enum fct f; // 虚拟机代码指令
int l; //引用层与声明层的层次差
int a; //根据f的不同而不同
};
FILE * fas; //输出名字表
FILE * fa; //输出虚拟机代码
FILE * fa1; //输出源文件及其各行对应的首地址
FILE * fa2; //输出结果
bool listswitch; //显示虚拟机代码与否
bool tableswitch; //显示名字与否
char ch; //获取字符的缓冲区,getch使用
enum symbol sym; //当前的符号
char id[al+1]; //当前ident,多出的一个字节用于存放0
int num; //当前number
int cc,ll; //getch使用的计数器,cc表示当前字符(ch)的位置
int cx; //虚拟机代码指针,取值范围[0,cxmax-1]
char line[81]; //读取行缓冲区
char a[al+1]; //临时符号,多出的一个字节用于存放0
struct instruction code[cxmax]; //存放虚拟机代码的数组
char word[norw][al]; //保留字
enum symbol wsym[norw]; //保留字对应的符号值
enum symbol ssym[256]; //单字符的符号值
char mnemonic[fctnum][5]; //虚拟机代码指令名称
bool declbegsys[symnum]; //表示声明开始的符号集合
bool statbegsys[symnum]; //表示语句开始的符号集合
bool facbegsys[symnum]; //表示因子开始的符号集合
//名字表结构
struct tablestruct
{
char name[al]; //名字
enum object kind; //类型:const,var,array or procedure
int val; //数值,仅const使用
int level; //所须层,仅const不能用
int adr; //地址,仅const不能用
int size; //需要分配的数据空间,仅procedure使用
};
struct tablestruct table[txmax]; //名字表
FILE * fin;
FILE * fout;
char fname[al];
int err; //错误计数器
//当函数中发生fatal error时,返回-1告知调用它的函数,最终退出程序
#define getsymdo if(-1==getsym()) return -1
#define getchdo if(-1==getch()) return -1
#define testdo(a,b,c) if(-1==test(a,b,c)) return -1
#define gendo(a,b,c) if(-1==gen(a,b,c)) return -1
#define expressiondo(a,b,c) if(-1==expression(a,b,c)) return -1
#define factordo(a,b,c) if(-1==factor(a,b,c)) return -1
#define termdo(a,b,c) if(-1==term(a,b,c)) return -1
#define conditiondo(a,b,c) if(-1==condition(a,b,c)) return -1
#define statementdo(a,b,c) if(-1==statement(a,b,c)) return -1
#define constdeclarationdo(a,b,c) if(-1==constdeclaration(a,b,c)) return -1
#define vardeclarationdo(a,b,c) if(-1==vardeclaration(a,b,c)) return -1
void error(int n);
int getsym();
int getch();
void init();
int gen(enum fct x,int y ,int z);
int test(bool *s1,bool *s2,int n);
int inset(int e,bool *s);
int addset(bool *str,bool * s1,bool * s2,int n);
int subset(bool *str,bool * s1,bool * s2,int n);
int mulset(bool *str,bool * s1,bool * s2,int n);
int block(int lev,int tx,bool * fsys);
void interpret();
int factor(bool * fsys,int * ptx,int lev);
int term(bool * fsys,int * ptx,int lev);
int condition(bool * fsys,int * ptx,int lev);
int expression(bool * fsys,int * ptx,int lev);
int statement(bool * fsys,int * ptx,int lev);
void listcode(int cx0);
int vardeclaration(int *ptr, int lev,int *ptx);
int constdeclaration(int *ptr, int lev,int *ptx);
int position(char * idt,int tx);
void enter(enum object k,int * ptx,int lev, int * pdx);
int base(int l,int * s,int b)
Platform: |
Size: 25139 |
Author: xqq771084591 |
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Description: 外国牛人发布的论文 大型海面模拟,lod ,gpu编程
Platform: |
Size: 4460829 |
Author: lwjvive |
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Description: 快速三维显示CLOD模型,不同于BunnyLLOD模型,对3D有兴趣的网友可以做做比较!-CLOD rapid 3-D display model, which is different from BunnyLLOD model 3 D pairs are interested in the discussion can do it more!
Platform: |
Size: 275456 |
Author: Richard |
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Description: java读取obj模型-read obj model
Platform: |
Size: 2048 |
Author: 郭宇 |
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Description: 3d底层编程,不是用opngl,包括光线跟踪,纹理映射等,用vc编写-bottom 3d programming is not to opngl, including ray tracing, texture mapping, prepared using vc
Platform: |
Size: 633856 |
Author: 王涛 |
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Description: 游戏物理学中粒子爆炸效果的模拟-game particle physics simulation of the effects of the explosions
Platform: |
Size: 94208 |
Author: 陈龙 |
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Description: 用OPENGL+VC开发的GeoShpere源程序.-use OpenGL development of the VC GeoShpere source.
Platform: |
Size: 502784 |
Author: 周大 |
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Description: 本人多年前做的一个控制系统项目的程序,连接串口可以和仿真通信,用到了绘图的多个方面,是控制系统上位机编程的很好范例-years ago, I do a project control system procedures, and can connect serial communications simulation, the use of graphics in many areas of PC Control System Programming a good example
Platform: |
Size: 3932160 |
Author: 杨勇 |
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Description: visual c++ 环境下利用ADO技术处理BLOD并与数据库进行交互操作-visual environment using ADO BLOD handling and interaction with the database operation
Platform: |
Size: 687104 |
Author: 张三 |
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Description: 介绍用OpenGL实现点云处理的三维变换,我们可以通过API函数 CreateFile 获得设备句柄,再用API函数 DeviceIoControl 来实现对设备的访问获取点云的分割方法。-introduces OpenGL point cloud processing of 3D transformation, we can pass CreateFile API access to equipment handle, reuse API function DeviceIoControl right equipment to achieve the access point cloud visit the segmentation method.
Platform: |
Size: 2098176 |
Author: zxj |
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Description: 布料模拟的程序,参考较多近期论文,实现的模型基于弹簧——质点模型,实现效果不错-cloth simulation procedures, more recent reference papers, the model based on spring-- particle model, achieving good results
Platform: |
Size: 813056 |
Author: 邬源 |
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Description: 一个巨cool的3D游戏引擎源代码。其0.3版本开始收费,卖10000美金,其功能有bsp/portal,particle system,physics,skelet-animation,energe unit,lod.四叉树/八叉树,shaders(glsl/hlsl)-a giant cool 3D game engine source code. Version 0.3 of its fees, selling 10,000 dollars, and its function is BSP/portal, particle system, physics, skelet-animation, energe unit, incomplete. Quadtree/octree, shaders (GLSL/Shader Model 2.0)
Platform: |
Size: 3463168 |
Author: 崔琼文 |
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Description: 一个基于OpenGl的三维场景漫游程序,可键盘交互的在场景中走动,包含基本的坐标变换.旋转,缩放等-a 3D scene roaming procedures, keyboard interactive walking in the scene, including the coordinates of the basic transformation. Rotation, scaling, etc.
Platform: |
Size: 2048 |
Author: 李怀义 |
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