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發(fā)表于 2025-3-21 17:56:14 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Graphics Programming in C++
編輯Mark Walmsley
視頻videohttp://file.papertrans.cn/389/388113/388113.mp4
圖書封面Titlebook: ;
出版日期Textbook 1998
版次1
doihttps://doi.org/10.1007/978-1-4471-0905-1
isbn_softcover978-1-4471-1231-0
isbn_ebook978-1-4471-0905-1
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Pens and Brushes, to support such an application now need to be investigated a little more deeply. This chapter introduces the Graphics Device Interface (GDI) and discusses how it may be applied to the creation of graphical images. The following topics are covered in some detail:
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發(fā)表于 2025-3-22 09:19:23 | 只看該作者
Bitmaps, of bitmaps is required. A bitmap represents a graphical image — the structure and colour information for the image are encoded by the bitmap as a collection of bits. Bitmaps are fundamental to practically all the graphical techniques presented throughout the remainder of this book (whether they inv
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發(fā)表于 2025-3-22 16:22:14 | 只看該作者
Palettes,ted — with enough bits per pixel a computer image can encode its colour information directly into the image bits and no palette is required. Nowadays computer displays provide a variety of colour modes, some that work with a palette and some that do not — to achieve the best performance a graphics a
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發(fā)表于 2025-3-22 19:50:15 | 只看該作者
Sprite Animation,hese building blocks. In particular the chapter discusses the 2D images known as ‘sprites’ which move independently about the screen — later chapters will develop techniques for generating the computer representation of an entire 3D virtual world. Nonetheless, the essential animation techniques cove
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發(fā)表于 2025-3-23 00:52:23 | 只看該作者
Wire-Frame Graphics,exploration of new graphical algorithms by creating wire-frame images of 3D objects. Indeed this is the first step in producing a graphical representation of an entire virtual world — the remaining chapters in the book continue to develop this idea. The key topics covered here include:
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Assembly Language Programming,x images which must be updated in real-time it may be necessary to replace some of the C++ code with an assembly language equivalent. The assembly language instruction set is closely connected to the actual machine code executed by the computer — it is therefore possible to approach the optimum util
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