Description: It is a simple project which creates a render-to-texture-enabled pbuffer, and a texture object related to it. When rendering, the pbuffer is made the current context, and two wire tori are rendered into it. The window is then made current, and the pbuffer is used to texture a single rectangle. The camera can be moved around this rectangle.-It is a simple project which creates a rende r-to-texture-enabled pbuffer. and a texture object related to it. When renderi Vi, the pbuffer is made the current context. and two wire tori are rendered into it. The windo w is then made current, and the pbuffer is used to texture a single recta ngle. The camera can be moved around this rectan Le. Platform: |
Size: 127615 |
Author:henry |
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Description: 国外程序员编写的基于OpenGL的3D地形引擎。
errain Engine
I started working on a terrain engine around October 2000.
I was deeply moved by screenshots from black and white :)
My intention and main goal was to create something visually stunning.
This meant writing a terrain texture-generator, and working hard to find good textures and blending modes.
The outcome is an engine that hold a (supposedly) 1km by 1km piece of terrain with very high accuracy.
There is no triangle-cutting algorithm employed, simple brute-force. I use a large terrain texture and
a tiling detail texture. There s a skybox and the terrain reflects on the water.
I used OpenGL for this one, employing the OGLC skeleton to avoid most of the opengl-win32 business.
You can move through this world using descent keys (a,z, keypad). use w to switch to wire-frame and d to render without the detail texture.-foreign programmers prepared by the OpenGL-based 3D terrain engine. Errain Engine I started working on a terrain eng stimulant around October 2000. I was deeply moved by sc reenshots from black and white : ) My intention and main goal was to create someth ing visually stunning. This meant writing a ter rain texture-generator, and working hard to find good blend textures and ing modes. The outcome is an engine that hold a ('s upposedly) 1km by 1km piece of terrain with very high accuracy. There is no triangle-cutting al gorithm employed. simple brute-force. I use a large terrain textu 're a tiling detail and texture. There's a skybox a nd the terrain reflects on the water. I used Open GL for this one. employing the OGLC skeleton to avoid most of the opengl- win32 business. You Platform: |
Size: 1556480 |
Author:郭剑 |
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Description: It is a simple project which creates a render-to-texture-enabled pbuffer, and a texture object related to it. When rendering, the pbuffer is made the current context, and two wire tori are rendered into it. The window is then made current, and the pbuffer is used to texture a single rectangle. The camera can be moved around this rectangle.-It is a simple project which creates a rende r-to-texture-enabled pbuffer. and a texture object related to it. When renderi Vi, the pbuffer is made the current context. and two wire tori are rendered into it. The windo w is then made current, and the pbuffer is used to texture a single recta ngle. The camera can be moved around this rectan Le. Platform: |
Size: 126976 |
Author:henry |
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Description: D3D渲染到纹理的源代码+执行程序,代码的编写风格和注释良好,2003平台。效果较好-D3D Render to texture source code+ Enforcement procedures, the preparation of the code of good style and Notes, 2003 platform. Better Platform: |
Size: 143360 |
Author:黄达 |
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Description: 这个程序demo了怎样使用glCopyToTexture函数绘制。这个纹理是应用在一个立方体上的。-This app demonstrates how to render to a texture using the glCopyToTexture function. I have used one of my old projects to create a interesting effect (Blending colors). This is rendered to a viewport and then copied to a texture. The texture is then applied to a cube. Platform: |
Size: 120832 |
Author:猴子 |
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Description: 思路: 场景中的每个mesh关联到一个唯一的COLOR值。 Pick检测时, 将当前场景渲染到纹理, (在PS中各mesh仅用自己的关键COLOR),即刻取回当前鼠标的位置的COLOR, 查找COLOR就可以知道当前被Pick的Mesh。
使用Render To Texture 的快速Picking, 无需锁住Vertex Buffer进行三角面和射线的相交测试, 仅在读取数据的时候锁住纹理的一个相素, 但是显卡要支持Render To Texture,纹理尺寸必须支持非2的n次方,D3DFMT_A8R8G8B8 或 D3DFMT_X8R8G8B8
可以改进的地方:
1。用类封装
2。Pick可以返回指向mesh的指针
需要:
DX SDK Aug, 2006以上,VC2005 -Ever mesh in the scene has a unique color value(DWORD). Picking, render the scene to target(texture), just use the unique color( see .fx file ), retrieve the mouse position(screen space ) color at once, check the color and you will get the mesh. Picking with Render to texture, Not need lock vertex buffer to check intersection ray and triangle, within retrieving just lock one pixel. Device must support render to target、D3DFMT_A8R8G8B8 or D3DFMT_X8R8G8B8、not 2^n texture size、support shader of course.
Compile Environment:
DX SDK above Aug. , 2006 vc 2005
Thinking:
1. Use a class to encapsulate
2. Picking check return the pointer of the mesh( or reference ) Platform: |
Size: 5325824 |
Author:Jun Qian |
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Description: 渲染到纹理技术的一个OpenGL演示,适合与初学者学习该理论-Rendering to an OpenGL texture technology demonstration, suitable for beginners to learn the theory and Platform: |
Size: 98304 |
Author:姚风 |
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Description: 基于opengl实现的离屏渲染效果,基本思路是渲染到纹理。-Opengl implementation based on off-screen rendering, the basic idea is to render to texture. Platform: |
Size: 2442240 |
Author:决云 |
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Description: 一个OSG实现渲染到纹理简单的小例子,把相机中的场景渲染到纹理图片中进行显示-Render to Texture OSG achieve a simple little example, put the camera in the scene rendering to a texture image for display Platform: |
Size: 2048 |
Author:张超 |
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Description: Render to Texture渲染到纹理,可以快速获取纹理-Rendering to texture, you can quickly obtain the texture! ! ! Platform: |
Size: 9216 |
Author:全屏状态 |
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Description: 基于OpenSceneGraph实现的离屏渲染功能,可以用于水面或者汽车后视镜效果展示~-Based on OpenSceneGraph achieved offscreen rendering feature can be used to show the effect of water or a car rearview mirror ~ Platform: |
Size: 25600 |
Author:xiaopeng |
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