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3D Graphics with OpenGL ES and M3G- P4

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F i g u r e 1.5: Uses of OpenGL ES in the Nokia N95 multimedia computer. Today, you can get an overview about the market status by looking at the result databases of the different mobile graphics benchmarks: JBenchmark 4 (Figure 1.12), GLBenchmark 5 (Figure 1.6), and the various Futuremark benchmarks 6 (Figure 1.9). Devices support- ing M3G are...

3D Graphics with OpenGL ES and M3G- P5

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In other words, COLLADA is a tool for content development, not for content delivery—the final applications are better served with more compact formats designed for their particular tasks.. One of the latest addi- tions is COLLADA FX, which allows interchange of complex, multi-pass shader effects.. A coordinate system has an origin and a set of axes. As a mathematical construct,...

3D Graphics with OpenGL ES and M3G- P6

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that is, transform the vertex through each of the coordi- nate systems one at a time, or from left to right ((M we M ow )v), that is, collapse the trans- formations into one before applying them to the vertex. If you take the first approach, repeatedly transforming each vertex, you will need 16mn multiplications, where m is the number...

3D Graphics with OpenGL ES and M3G- P7

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Note the order of the cross products: they must follow a circular order so that x × y produces z, y × z produces x, and z × x produces y.. After the scene has been transformed to the eye coordinates, we need to project the scene to the image plane of our camera. Figure 2.8 shows the principle of...

3D Graphics with OpenGL ES and M3G- P8

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LOW-LEVEL RENDERING. A diagram of the OpenGL ES pipeline in Figure 3.1 shows how various pipeline components relate to each other, and how the data flows from an application to the frame buffer. Figure 3.2 visualizes some of the processing in these various pipeline stages.. Note that the diagram, and the whole pipeline specification, is only conceptual. imple- mentations may...

3D Graphics with OpenGL ES and M3G- P9

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You can approximate a smooth unique vertex normal by averaging the normals of the adjacent triangles, possibly weighted by the triangle areas:. where a i is the area of the triangle associated with n i , and n again needs to be normal- ized. This gives a smooth look to the surface. A more involved approach would be to fit...

3D Graphics with OpenGL ES and M3G- P10

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For each pixel within the primitive, one or more fragments, or samples of the geometry within the pixel, are generated. The fragment contains the interpolated values, which are used to texture map the fragment, to blend it with previous values in the frame buffer, and to subject it to various tests, such as the depth test to determine visibility. If...

3D Graphics with OpenGL ES and M3G- P11

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in the illumination either to vertex colors or to texture maps. This is done so that the environment and the light sources are modeled, and then rendered using a high-quality but perhaps non–real-time method such as raytracing or radiosity calculations. The illuminated surfaces are then copied to the texture maps which are used in the real-time application.. F i g...

3D Graphics with OpenGL ES and M3G- P12

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Depth testing is used for hidden surface removal: the depth value of the incoming frag- ment is compared against the one already stored at the pixel, and if the comparison fails, the fragment is discarded. If the comparison function is LESS only fragments with smaller depth value than already in the depth buffer pass. This can be seen in Figure...

3D Graphics with OpenGL ES and M3G- P13

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This allowed the valuable time of the senior animator to be focused on the important parts, whereas the work of drawing the intermediate frames could be divided among the junior colleagues.. The value of the animated property can then be evalu- ated at any time t by evaluating f (K, t). we can also say that we sample the animated...

3D Graphics with OpenGL ES and M3G- P14

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Alternatively, morphing can be used to define lots of keyframes for very simple meshes to get fairly complex animation that is still computationally cheap to render in real time.. Another way to deform meshes is to assign vertices to the joints of an articulated skeleton, animate them, and connect the vertices with a skin of polygons [Cat72]. The idea is...

3D Graphics with OpenGL ES and M3G- P15

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F i g u r e 5.6: Some of the features that are available in 3ds Max for meshes (left. Only a fraction of these can be supported in real-time systems, particularly on mobile devices that have no programmable graphics hardware. The definition effort becomes even more difficult if the features need to be standardized so that independent implementations will...

3D Graphics with OpenGL ES and M3G- P16

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Programming standards such as OpenGL ES attempt to unify the variety of devices by providing a common interface for accessing the underlying graphics architecture:. Both OpenGL ES and M3G build on the shoulders of desktop OpenGL by adopting its rendering paradigms as well as its well-specified and documented pipeline. First of all, the application should have maximum graphics performance. The...

3D Graphics with OpenGL ES and M3G- P17

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Do you load textures during the rendering pass? No MOST. Do you use mipmapping? Yes ALL. Do you use perspective correction? No SOME (SW). Do you use floating-point vertex data? No SOME. Do you use multisampling? Yes MOST (HW). Do you use writable static data? No SOME (OS). Do you require exact number of samples for multi-sampling? No SOME. State...

3D Graphics with OpenGL ES and M3G- P18

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Transferring a mobile application and associated data over the network is often both slow and expensive, and in many cases the network operators pose strict limits for the sizes of the applications. OPENGL ES AND EGL. INTRODUCING OPENGL ES. This chapter covers the fundamentals of the OpenGL ES 1.x standard. Then we examine the different profiles and versions of the...

3D Graphics with OpenGL ES and M3G- P19

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OpenGL ES blending functionality conforms to OpenGL 1.1, rather than version 1.3 like the rest of the API. OpenGL ES 1.0 supports only queries for static state whose values are defined when an OpenGL context is created, and will not change during execution. 7.4.3 NEW FEATURES IN OPENGL ES 1.1. OpenGL ES 1.1 was first introduced at SIGGRAPH 2004. Nevertheless,...

3D Graphics with OpenGL ES and M3G- P20

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OpenGL ES 1.0 supports the geometric primitives shown in Figure 3.3: points, lines, and triangles. OpenGL ES 1.1 amends this list with point sprites.. The point is the simplest OpenGL primitive, and it requires only one vertex. The point size corresponds to its diameter (the total width), defined in pixels, and it defaults to 1. Points can be drawn either...

3D Graphics with OpenGL ES and M3G- P21

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From OpenGL ES 1.1 onward GL_MATRIX_. The current matrix can be replaced by calling. As described in Chapter 2, it is often useful to separately transform the vertices from the object coordinates to the world coordinates, and then transform the vertices from the world coordinates to the eye coordinates. set up modelview matrix and draw. The last two arguments set...

3D Graphics with OpenGL ES and M3G- P22

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194 OPENGL ES TRANSFORMATION AND LIGHTING C H A P T E R 8. can be used also as normals. OPENGL ES RASTERIZATION AND FRAGMENT PROCESSING. Texture-mapping, if enabled, is applied to each fragment, and the rest of the fragment pipeline is executed: fog and antialiasing, followed by the alpha, depth, and sten- cil tests. This is a useful optimization...

3D Graphics with OpenGL ES and M3G- P23

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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_X_MIPMAP_Y. glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR. glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST. Texture filtering can be an expensive operation, especially for a software implementa- tion of OpenGL ES. OpenGL ES supports two texture addressing modes: GL_CLAMP_TO_EDGE and GL_REPEAT . GL_CLAMP_TO_EDGE clamps the texture coordinates to [min, max]. where min = 1/ (2N ) and max = 1 − min, and...