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Description: 四叉数的实现和算法,可以做图形优化算法等各种优化操作-few quadtree algorithm and the realization that we can do to optimize the graphics algorithm optimized operation
Platform: |
Size: 13312 |
Author: chenwude |
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Description: 四叉树的实现以及四叉树的优化算法,所以适用于对游戏的应用-quadtree, and the realization of the quadtree algorithm optimization, apply to the application of game
Platform: |
Size: 204800 |
Author: chenwude |
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Description: 四叉树程序,用于加速三维显示等,加速求交等。-quadtree procedures for accelerated 3D display, such as accelerating intersection.
Platform: |
Size: 311296 |
Author: |
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Description: 使用四叉树做遮挡剔除和视景体剔除的例子,非常酷!-Does the use of quadtree block removed and visual examples of body removed, very cool!
Platform: |
Size: 685056 |
Author: wangzi |
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Description: E=input( enter the generator voltage: )
V=input( enter the infinite bus voltage: )
Gx=input( enter the reactance of generator: )
L1x=input( enter the line reactance: )
L2x=input( enter the line reactance: )
L3x=input( enter the line reactance: )
L4x=input( enter the line reactance: )
Pi=input( enter the input power: )
X1=Gx+L1x+((L2x*L3x)/(L2x+L3x))+L4x
Pm1=E*V/X1
DO=asin(Pi/Pm1)
A=((L2x*L3x)/(2*(L2x+L3x)))
C=A
B=((L3x/2)^2)/(L2x+L3x)
X2=(Gx+L1x+A)+(L4x+A)+(Gx+L1x+A)*(A+L4x)/B
Pm2=(E*V)/X2
X3=Gx+L1x+L2x+L4x
Pm3=(E*V)/X3
DC=input( enter the fault clearing angle: )
Dm=(3.14-asin(Pi/Pm3))
a1=quad( sin ,DO,DC)
A1=(Pi*(DC-DO)-Pm2*a1)
a2=quad( sin ,DC,Dm)
A2=Pm3*a2-Pi*(Dm-DC)
if(A2>=A1)
disp( the system is stable )
else
disp( the system is unstable )
end
Dcc=acos((Pi*(Dm-DO)-Pm2*(cos(DO))+Pm3*(cos(Dm)))/(Pm3-Pm2))
disp( critical clearing angle: )
D-E=input( enter the generator voltage: )
V=input( enter the infinite bus voltage: )
Gx=input( enter the reactance of generator: )
L1x=input( enter the line reactance: )
L2x=input( enter the line reactance: )
L3x=input( enter the line reactance: )
L4x=input( enter the line reactance: )
Pi=input( enter the input power: )
X1=Gx+L1x+((L2x*L3x)/(L2x+L3x))+L4x
Pm1=E*V/X1
DO=asin(Pi/Pm1)
A=((L2x*L3x)/(2*(L2x+L3x)))
C=A
B=((L3x/2)^2)/(L2x+L3x)
X2=(Gx+L1x+A)+(L4x+A)+(Gx+L1x+A)*(A+L4x)/B
Pm2=(E*V)/X2
X3=Gx+L1x+L2x+L4x
Pm3=(E*V)/X3
DC=input( enter the fault clearing angle: )
Dm=(3.14-asin(Pi/Pm3))
a1=quad( sin ,DO,DC)
A1=(Pi*(DC-DO)-Pm2*a1)
a2=quad( sin ,DC,Dm)
A2=Pm3*a2-Pi*(Dm-DC)
if(A2>=A1)
disp( the system is stable )
else
disp( the system is unstable )
end
Dcc=acos((Pi*(Dm-DO)-Pm2*(cos(DO))+Pm3*(cos(Dm)))/(Pm3-Pm2))
disp( critical clearing angle: )
Dcc
Platform: |
Size: 7168 |
Author: tkspandy |
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Description: java2d游戏引擎
Phys2D is a 2D physics engine written in Java (1.4). Currently it is essentially a port and rework of the GDC 2006 presentation from Erin Catto.
Current Features:
Boxes
Circles
Static Lines
Restituion and Friction
Fixed, Elastic and Loose Joints
Angluar Velocity/Momentum
Simple API
Quad Tree Collision
Gideon Smeding s Polygon Support Added!
Resting Body detection added! (alpha) -java2d game engine Phys2D is a 2D physics engine written in Java (1.4). Currently it is essentially a port and rework of the GDC 2006 presentation from Erin Catto. Current Features: Boxes Circles Static Lines Restituion and Friction Fixed, Elastic and Loose Joints Angluar Velocity/Momentum Simple API Quad Tree Collision Gideon Smeding s Polygon Support Added! Resting Body detection added! (alpha)
Platform: |
Size: 88064 |
Author: zb |
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Description: 3D地形模拟2(带纹理)PC版
依据一本OpenGL上的例子修改的,在OGLES上没有找到绘画QUAD的函数,就用了两个三角形来替代,主要用到的还有FOG等效果。-3D terrain simulation 2 (with texture) PC version of OpenGL on the basis of a modified example, in OGLES on QUAD painting did not find the function, used to replace the two triangles, there are mainly used, such as the effect of FOG.
Platform: |
Size: 134144 |
Author: 姜浩 |
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Description: 3D地形模拟2(带纹理)PocketPC版
依据一本OpenGL上的例子修改的,在OGLES上没有找到绘画QUAD的函数,就用了两个三角形来替代,主要用到的还有FOG等效果,其实在PPC上能够体现出来的性能极其有限了。
带纹理的,主要要用到glTexImage2D,效果如图。使用的时候将纹理文件tr.rgb放到根目录下即可。
运行时,按左右将重新生成随机地形,按下退出。
-err
Platform: |
Size: 346112 |
Author: JEFFSON |
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Description: The purpose of this demo is to create shadows using a technique called stencil
shadow volumes in a 3d scene. To do this we will not need the shadow matrix from
previous demo. In fact in order to perform this all we need is to render the
silhouette edges of an object (which are the outer edges of a object) extended in
a direction (which depends on the light position) into the stencil buffer twice. After
that we draw the scene twice, once for the dark parts of the scene (areas that are
shadowed) and once for the lit parts of the scene (areas that are not in a shadow).
With that you can create extremely realistic shadows in your scenes. At first glance
this sounds a lot more complicated than it really is. When it comes to the silhouette
edges we don t need to worry about that because the object casting a shadow in this
demo is a simple quad. So its outer edges are the same as every point that makes
it up.
Platform: |
Size: 152576 |
Author: 金哥 |
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Description: Implementing a Quad 1200 baud Full-duplex software UART with Salvo
au1200的资料-Implementing a Quad 1200 baud Full-duplex software UART with Salvoau1200 information
Platform: |
Size: 176128 |
Author: yp |
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Description: In the last tutorial I taught you how to display Triangles and Quads on the screen. In this tutorial I will teach you how to add 2 different types of coloring to the triangle and quad. Flat coloring will make the quad one solid color. Smooth coloring will blend the 3 colors specified at each point (vertex) of the triangle together, creating a nice blend of colors.
Using the code from the last tutorial, we will be adding to the DrawGLScene procedure. I will rewrite the entire procedure below, so if you plan to modify the last lesson, you can replace the DrawGLScene procedure with the code below, or just add code to the DrawGLScene procedure that is not already in the last tutorial. -In the last tutorial I taught you how to display Triangles and Quads on the screen. In this tutorial I will teach you how to add 2 different types of coloring to the triangle and quad. Flat coloring will make the quad one solid color. Smooth coloring will blend the 3 colors specified at each point (vertex) of the triangle together, creating a nice blend of colors. Using the code from the last tutorial, we will be adding to the DrawGLScene procedure. I will rewrite the entire procedure below, so if you plan to modify the last lesson, you can replace the DrawGLScene procedure with the code below, or just add code to the DrawGLScene procedure that is not already in the last tutorial.
Platform: |
Size: 1215488 |
Author: mwb |
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Description: 依据一本OpenGL上的例子修改的,在OGLES上没有找到绘画QUAD的函数,就用了两个三角形来替代,主要用到的还有FOG等效果。
运行时,按左右将重新生成随机地形,按下退出。 -OpenGL on the basis of a modified example, in OGLES on QUAD painting did not find the function, used to replace the two triangles, there are mainly used, such as the effect of FOG. Running around will be re-generated by random topography, press Exit.
Platform: |
Size: 62464 |
Author: kk |
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Description: 3D地形模拟2(带纹理)PC版
依据一本OpenGL上的例子修改的,在OGLES上没有找到绘画QUAD的函数,就用了两个三角形来替代,主要用到的还有FOG等效果。
带纹理的,主要要用到glTexImage2D,效果如图。使用的时候将纹理文件tr.rgb放到根目录下即可。
运行时,按左右将重新生成随机地形,按下退出。-3D terrain simulation 2 (with texture) PC version of OpenGL on the basis of a modified example, in OGLES on QUAD painting did not find the function, used to replace the two triangles, there are mainly used, such as the effect of FOG. With texture, the main use to glTexImage2D, the effect of figure. When will the use of texture files into the root tr.rgb can. Running around will be re-generated by random topography, press Exit.
Platform: |
Size: 2120704 |
Author: g |
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Description: AC104QF
Ultra Low Power 10/100 Quad RMII Ethernet Transceiver
Platform: |
Size: 212992 |
Author: liang |
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Description: Play3D is a program to play 3D video files using full-screen quad-buffer
OpenGL stereo, or red/blue glasses (anaglyph mode). It should play any
format that is supported through DirectShow with an appropriate codec.
This includes AVI as well as properly formatted MPEG files.
Platform: |
Size: 131072 |
Author: 焦学健 |
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Description: June 1989
54LS00/DM 74LS00
Quad 2-Input NAND Gates
General Description
This device contains four independent gates each of which
performs the logic NAND function.
Features
Y Alternate Military/Aerospace device (54LS00) is avail-
able. Contact a National Semiconductor Sales Office/
Distributor for specifications.
Platform: |
Size: 8937472 |
Author: 123wj |
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Description: January 1988
MM54HC00/MM74HC00
Quad 2-Input NAND Gate
General Description
These NAND gates utilize advanced silicon-gate CMOS
technology to achieve operating speeds similar to LS-TTL
gates with the low power consumption of standard CMOS
integrated circuits. All gates have buffered outputs. All de-
vices have high noise immunity and the ability to drive 10
LS-TTL loads. The 54HC/74HC logic family is functionally
as well as pin-out compatible with the standard 54LS/74LS
logic family. All inputs are protected from damage due to
static discharge by internal diode clamps to VCC and
ground.
Features
Y Typical propagation delay: 8 ns
Y Wide power supply range: 2–6V
Y Low quiescent current: 20 mA maximum (74HC Series)
Y Low input current: 1 mA maximum
Y Fanout of 10 LS-TTL loads-January 1988MM54HC00/MM74HC00Quad 2-Input NAND GateGeneral DescriptionThese NAND gates utilize advanced silicon-gate CMOStechnology to achieve operating speeds similar to LS-TTLgates with the low power consumption of standard CMOSintegrated circuits. All gates have buffered outputs. All de-vices have high noise immunity and the ability to drive 10LS-TTL loads. The 54HC/74HC logic family is functionallyas well as pin-out compatible with the standard 54LS/74LSlogic family. All inputs are protected from damage due tostatic discharge by internal diode clamps to VCC andground. FeaturesY Typical propagation delay: 8 nsY Wide power supply range: 2-6VY Low quiescent current: 20 mA maximum (74HC Series) Y Low input current: 1 mA maximumY Fanout of 10 LS-TTL loads
Platform: |
Size: 11897856 |
Author: 123wj |
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Description: 基于8051单片机的设计设计,四路抢答器的设计,word形式,汇编语言。抢答器-8051 based on the design of design, Design Quad Answer, word form, assembly language. Answer器
Platform: |
Size: 69632 |
Author: 周周 |
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Description: Intel的并不是在一个芯片上集成四个硬件核心,而是采用双芯片的组合方式,Intel只需要生产双核Core 2 Duo处理器,然后再将芯片封装在一起,成为四核心的Core 2 Quad。不过,Core 2 Quad 双芯片四核设计存在问题,虽然Core 2 Duo芯片内部的双核心可以共享二级缓存,具有较高的协作效率-Intel is not in a hardware chip four-core, instead of using the two-chip combination of the way, Intel only need to produce dual-core Core 2 Duo processor, and then chip package together, become a four-core Core 2 Quad. However, Core 2 Quad two-chip quad-core design problems, although the Core 2 Duo dual-core chip can be shared secondary cache, in collaboration with high efficiency
Platform: |
Size: 2554880 |
Author: 阿泰 |
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Description: Introducing the world s most sensitive triple quad. -Introducing the world s most sensitive triple quad.
Platform: |
Size: 201728 |
Author: asadf |
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