unit Unit1;interfaceuses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, StdCtrls;type TForm1 = class(TForm) Butto...
                            
                            
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其他好文   时间:
2014-08-08 01:40:24   
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223
                             
                    
                        
                            
                            
                                packagecom.example.ex_templete;importandroid.content.Context;importandroid.graphics.Canvas;importandroid.graphics.Color;importandroid.graphics.Paint;importandroid.graphics.Paint.Style;importandroid.util.AttributeSet;importandroid.util.DisplayMetrics;importa..
                            
                            
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移动开发   时间:
2014-08-06 23:18:03   
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481
                             
                    
                        
                            
                            
                                改变footer为扁平化效果整个footer背景色CustomDrawFootere.Appearance.BackColor = Color.Transparent; e.Appearance.DrawBackground(e.Graphics, e.Cache, e.Bou...
                            
                            
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其他好文   时间:
2014-08-05 21:57:30   
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361
                             
                    
                        
                            
                            
                                GDI+的基本概念GDI+的常用对象,包括Graphics、Font、Brush、Pen等对象的创建和使用常用图形的绘制Color结构、Point结构和Rectangle结构1.GDI+的概念GDI+是GDI(Graphics Device Interface,图形设备接口)的改进产品。2.GDI+...
                            
                            
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其他好文   时间:
2014-08-05 18:19:39   
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239
                             
                    
                        
                            
                            
                                原文地址:http://www.linuxgraphics.cn/graphics/opengl_view_frustum_culling.html背景视锥体(frustum),是指场景中摄像机的可见的一个锥体范围。它有上、下、左、右、近、远,共6个面组成。在视锥体内的景物可见,反之则不可见。为提高...
                            
                            
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其他好文   时间:
2014-08-05 10:49:59   
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252
                             
                    
                        
                            
                            
                                Welcome back to what’s going to be the last “official” part of this series – I’ll do more GPU-related posts in the future, but this series is long eno...
                            
                            
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其他好文   时间:
2014-08-05 02:56:18   
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427
                             
                    
                        
                            
                            
                                Welcome back! This time, we’ll look into what is perhaps the “poster boy” feature introduced with the D3D11 / Shader 5.x hardware generation: Tessella...
                            
                            
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其他好文   时间:
2014-08-05 02:55:48   
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272
                             
                    
                        
                            
                            
                                It’s been awhile since I posted something here, and I figured I might use this spot to explain some general points about graphics hardware and softwa....
                            
                            
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其他好文   时间:
2014-08-05 00:38:08   
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279
                             
                    
                        
                            
                            
                                Welcome back! This post deals with the second half of pixel processing, the “join phase”. The previous phase was all about taking a small number of i....
                            
                            
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其他好文   时间:
2014-08-05 00:37:58   
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305
                             
                    
                        
                            
                            
                                At this point, we’ve sent draw calls down from our app all the way through various driver layers and the command processor; now,finallywe’re actual...
                            
                            
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其他好文   时间:
2014-08-05 00:37:18   
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343