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[
OpenGL program
]
VIEW3DS11
DL : 1
此程序将3DS模型转换为gl模型和一个头文件,使得读3D模型变得非常简单,读者只需调用头文件中的Init函数,int model=GL3DS_initialize_xxx()t() 然后用glCallList(model) 即可绘制。-this procedure will be converted to 3DS model gl model and a header files, Reading makes 3 D model is very simple, readers can call the first document of Init function. GL3DS_initialize_xxx model = int () t () then glC allList (model) can be drawn.
Date
: 2008-10-13
Size
: 840.08kb
User
:
yzm
[
OpenGL program
]
3DModelEditor
DL : 0
三维图形编辑器,可完成对三维图形的导入导出,以及很多对图形的基本操作 AppWizard has created this 3DEditor application for you. This application not only demonstrates the basics of using the Microsoft Foundation classes but is also a starting point for writing your application.-3D graphics editor, to be completed by the introduction of 3D graphics is derived. Many of the graphics and the basic operation AppWizard has created this 3DEdi tor application for you. This application not o nly demonstrates the basics of using the Micros oft Foundation classes but is also a starting po int for writing your application.
Date
: 2008-10-13
Size
: 3.36mb
User
:
郑刚
[
OpenGL program
]
VIEW3DS11
DL : 1
此程序将3DS模型转换为gl模型和一个头文件,使得读3D模型变得非常简单,读者只需调用头文件中的Init函数,int model=GL3DS_initialize_xxx()t() 然后用glCallList(model) 即可绘制。-this procedure will be converted to 3DS model gl model and a header files, Reading makes 3 D model is very simple, readers can call the first document of Init function. GL3DS_initialize_xxx model = int () t () then glC allList (model) can be drawn.
Date
: 2026-01-07
Size
: 840kb
User
:
yzm
[
OpenGL program
]
3DModelEditor
DL : 0
三维图形编辑器,可完成对三维图形的导入导出,以及很多对图形的基本操作 AppWizard has created this 3DEditor application for you. This application not only demonstrates the basics of using the Microsoft Foundation classes but is also a starting point for writing your application.-3D graphics editor, to be completed by the introduction of 3D graphics is derived. Many of the graphics and the basic operation AppWizard has created this 3DEdi tor application for you. This application not o nly demonstrates the basics of using the Micros oft Foundation classes but is also a starting po int for writing your application.
Date
: 2026-01-07
Size
: 3.36mb
User
:
郑刚
[
OpenGL program
]
2005628115114959_600it
DL : 0
char *className = "OPENGL" char *windowName = "OPENGL彩色圆环编程示例" int winX = 0, winY = 0 int winWidth =300, winHeight = 300 -char* className = "OpenGL" char* windowNa me = "Color Ring OpenGL Programming Example" int winX = 0, winY = 0 int winWidth = 300, 300 = winHeight
Date
: 2026-01-07
Size
: 28kb
User
:
89329749
[
OpenGL program
]
OpenGLSolarSys
DL : 0
Open GL Line int main() { int gdriver=DETECT, gmode initgraph(&gdriver, &gmode, "c:\\tc") lineBres(30,20,100,150) getch() closegraph() } -Open GL Line int main () (int gdriver = DETECT, gmode initgraph (
Date
: 2026-01-07
Size
: 1.22mb
User
:
mwb
[
OpenGL program
]
JoyDe
DL : 0
利用书中图5.19和图5.20的最大值堆实现一个优先队列。对于队列的操作应该支持下列几种指令: void enqueue[int ObjectID, int Priority] int dequeue[] void changeweight[int ObjectID, int newPriority] 函数enqueue向优先队列中插入一个ID号为ObjectID、优先级为Priority的新对象。函数dequeue从优先队列中删除优先级最高的对象,并返回该对象的ID号。函数changeweight将ID号为ObjectID的对象的优先级改为newPriority。类型Elem应该是一个存储对象ID及其优先级的类。你需要一种机制,以便获取所需对象在堆中的位置。利用一个数组,将ObjectID值为i的对象存放在数组位置i处(记住测试时应该保证ObjectID的数值在数组的边界限定之内)。你还需要对堆的实现进行修改,以存储对象在数组中的位置,使得堆中对象的修改可以在辅助数组结构中记录下来。-Void enqueue[int ObjectID, int Priority] Int dequeue[] Void changeweight[int ObjectID, int newPriority]
Date
: 2026-01-07
Size
: 1kb
User
:
MISS张
[
OpenGL program
]
9_9
DL : 0
编写返回数组中最大元素数值的模板函数: template <class T> int Max(T Arr[],int n) -Prepared to return the largest element of the array value template function: template <class T> int Max (T Arr [], int n)
Date
: 2026-01-07
Size
: 4kb
User
:
weiht
[
OpenGL program
]
openGLwater
DL : 0
操作指导7水纹 一、 建立工程 二、 添加函数和变量,修改头文件(view.h) public: int npoint float lpoint[4][4] float cpoint[102][76][3] void drawplat() void lm() BOOL movekey CClientDC *my_pDC CRect my_oldRect BOOL mytbar BOOL mysbar virtual ~CCmyView() #ifdef _DEBUG virtual void AssertValid() const virtual void Dump(CDumpContext& dc) const #endif 添加消息响应函数OnTimer()。 三、 初始化变量 CCmyView::CCmyView() { // TODO: add construction code here my_pDC=NULL mytbar=FALSE mysbar=FALSE movekey=TRUE npoint=-1 for(int i=0 i<102 i++){ for(int j=0 j<76 j++){ cpoint[i][j][0]=0.0f cpoint[i][j][1]=0.0f cpoint[i][j][2]=0.0f //法向初值全为0 } } }-Operation of a water wave guide 7, the establishment of two projects, add functions and variables, modify the header file (view.h) public: int npoint float lpoint [4] [4] float cpoint [102] [76] [3] void drawplat () void lm () BOOL movekey CClientDC* my_pDC CRect my_oldRect BOOL mytbar BOOL mysbar virtual ~ CCmyView () # ifdef _DEBUG virtual void AssertValid () const virtual void Dump (CDumpContext & dc) const # endif add a message response function OnTimer (). Third, initialize variables CCmyView:: CCmyView () {//TODO: add construction code here my_pDC = NULL mytbar = FALSE mysbar = FALSE movekey = TRUE npoint =- 1 for (int i = 0 i < 102 i++) {for (int j = 0 j < 76 j++) {cpoint [i] [j] [0] = 0.0f cpoint [i] [j] [1] = 0.0f cpoint [ i] [j] [2] = 0.0f // method to the initial value of all 0} } }
Date
: 2026-01-07
Size
: 3.41mb
User
:
fangzijian
[
OpenGL program
]
openglcup
DL : 0
openGL茶杯茶叶操作指导4------玻璃杯里的绿茶 一. 如操作指导(1)建立框架.见welcome2 二. 添加变量与函数并初始化 在VIEW类中加入公共变量 float tbh[6][5] //6片茶叶的角度、位置、大小 BOOL keyn //定义动画开关 在VIEW类中加入公共函数 void mytea(float x,int y) //定义绘制茶杯的函数 void tea3() //茶叶的函数 void lm() //光照和材质的函数 CCmyView::CCmyView()//初始化 { // TODO: add construction code here my_pDC=NULL mytbar=FALSE mysbar=FALSE keyn=TRUE //动画开关 for(int i=0 i<6 i++){//定义6片茶叶 tbh[i][0]=0.38f*(rand()-rand())/RAND_MAX //左右 tbh[i][1]=0.8f //高度:浮于茶杯口 tbh[i][2]=0.38f*(rand()-rand())/RAND_MAX //前后 tbh[i][3]=180.0f*(rand()-rand())/RAND_MAX //前后滚动初值 tbh[i][4]=180.0f*(rand()-rand())/RAND_MAX+180.0f*(rand()-rand())/RAND_MAX //左右滚动初值 } -openGL operation guide 4------ cup of tea, green tea glass
Date
: 2026-01-07
Size
: 3.47mb
User
:
fangzijian
[
OpenGL program
]
9_9
DL : 0
编写返回数组中最大元素数值的模板函数:template < class T> int Max(T Arr[],int n)-Prepared to return the largest element of the array value template function: template < class T> int Max (T Arr [], int n)
Date
: 2026-01-07
Size
: 4kb
User
:
owthea
[
OpenGL program
]
Roamsteps20020817
DL : 0
The Roamsteps code base offers an introduction to implementing the ROAM algorithm for accurate, high-performance display of large terrain datasets. The ideas the original 1997 ROAM paper have been updated significantly in many respects: the basic data structure is now the diamond rather than the bintree triangle the notion of bucket-based queues is demonstrated fast tricks with IEEE float -> int conversion are utilized procedural terrain with lazy uation is supported more stable optimization logic is given the display triangles remain in mostly static arrays for top performance on modern graphics hardware. The code has been compiled and tested on Linux and Win32 systems. Currently only source is provided.-The Roamsteps code base offers an introduction to implementing the ROAM algorithm for accurate, high-performance display of large terrain datasets. The ideas the original 1997 ROAM paper have been updated significantly in many respects: the basic data structure is now the diamond rather than the bintree triangle the notion of bucket-based queues is demonstrated fast tricks with IEEE float -> int conversion are utilized procedural terrain with lazy uation is supported more stable optimization logic is given the display triangles remain in mostly static arrays for top performance on modern graphics hardware. The code has been compiled and tested on Linux and Win32 systems. Currently only source is provided.
Date
: 2026-01-07
Size
: 59kb
User
:
KiBorg0
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