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  • LightmapperRD

    LightmapperRD Description LightmapperRD Inherits: Lightmapper < RefCounted < Object The built-in GPU-based lightmapper for use with LightmapGI . Description Lightmappe...
  • 添加自定义Op

    自定义Op 添加Op的模型描述 添加Op的模型转换 Tensorflow模型转换 Caffe模型转换 ONNX模型转换 计算Op输出tensor大小 添加对应Backend的Execution CPU Metal 1. 声明 2. 实现 3. 实现Metal Op Creator,完成注册: Vulkan 1. Shader 2. 类...
  • Image

    Image 描述 教程 属性 方法 枚举 常量 属性说明 方法说明 Image 继承: Resource < RefCounted < Object 图像数据类型。 描述 本机图像数据类型。包含可以被转换为 ImageTexture 的图像数据,并提供常用的图像处理方法。Image 的最大宽度和高度为 MAX_WI...
  • 嵌入式平台移植注意事项

    4290 2019-04-25 《AWTK 开发文档》
    嵌入式平台移植注意事项 一、配置的宏 二、include路径 三、要加入到工程的文件 四、其它 嵌入式平台移植注意事项 一、配置的宏 /** * 嵌入式系统有自己的main函数时,请定义本宏。 * * #define USE_GUI_MAIN 1 */ /** * 如果需要支持预先解码的图片,请定义本...
  • Procedural geometry generation

    Procedural geometry generation SurfaceTool ImmediateGeometry Arrays Procedural geometry generation Users often ask how to generate geometry from code. This is not very compl...
  • 使用即时几何体

    使用即时几何体 使用即时几何体 与SurfaceTool或ArrayMesh不同, ImmediateGeometry 是一个实际的节点. 作为一个节点, 它可以快速添加到场景中, 并获得可视化输出. 它使用像SurfaceTool一样的OpenGL 1.x风格的API, 但它实际上是为了在动态创建网格而设计的. 用这个节点生成复杂的几何体(几千个...
  • Your first shader

    Your first shader Your first shader This tutorial series will walk you through writing your first shader. It is intended for people who have very little prior experience with sh...
  • Your first shader

    Your first shader Your first shader This tutorial series will walk you through writing your first shader. It is intended for people who have very little prior experience with s...
  • Introduction

    12 GLSL 12.1 Introduction 12 GLSL 12.1 Introduction GLSL, or OpenGL Shading Language, is an incredible tool to have in one’s back pocket. With a little bit of code, one ca...
  • Home

    Home Home Heaps is a cross platform graphics engine designed for high performance games by leveraging modern GPUs that are commonly available on both desktop and mobile devices...