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详解C++值多态中的传统多态与类型擦除_C 语言_脚本之家
<< data.vertex[1] << "; " << (data.filled ? "filled" : "blank") << std::endl; } }; const Shape::FuncPtr Rectangle::rectangleVtable[] = { reinterpret_cast<Shape::FuncPtr>(Shape::defaultCopy<RectangleData>), reinterpret_cast<Shape::FuncPtr>(Shape::defaultDestruct<RectangleData>)...
www.jb51.net/article/1848...htm 2025-4-15
Android基于OpenGL在GLSurfaceView上绘制三角形及使用投影和相机视图...
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); }4. 在myGLRenderer类的onDrawFrame()函数最后添加三角形绘制方法。代码如下:1 2 3 4 5 6 @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); mTr...
www.jb51.net/article/960...htm 2025-4-7
react-three-fiber实现炫酷3D粒子效果首页_React_脚本之家
vertexColors={true} transparent={true} alphaMap={shape}></pointsMaterial> </points> 加入旋转动画 1 2 3 4 5 6 7 //背景 const bgstart = useRef<any>(); useFrame(state => { const elapsedTime = state.clock.elapsedTime; bgstart.current.rotation.y = -elapsedTime * 0.05; }); 1 2 3...
www.jb51.net/article/2608...htm 2025-4-16
UnityShader3实现波浪效果_C#教程_脚本之家
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { //fmod(x, y):x/y的余数,和x有同样的符号 //step(a, x):如果x=a,返回1 //得到一个小于_Space的余数,即a的范围为[0, _Space) fixed a = fmod(i.uv.x + _XOffset...
www.jb51.net/article/1572...htm 2025-4-3