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blinn_reflect.nvp

; Pixel shader - Bumped surface reflections. ; Transforms the bumpmap into the local coordinate system ; by the basis vectors supplied from the vertex shader. ; Then uses the normal and eye vector

linkerpixels.nvp

; Pixel shader - Bumped surface reflections. ; Transforms the bumpmap into the local coordinate system ; by the basis vectors supplied from the vertex shader. ; Then uses the normal and eye vector

blinn_reflect.nvp

; Pixel shader - Bumped surface reflections. ; Transforms the bumpmap into the local coordinate system ; by the basis vectors supplied from the vertex shader. ; Then uses the normal and eye vector

blinn_reflect.nvp

; Pixel shader - Bumped surface reflections. ; Transforms the bumpmap into the local coordinate system ; by the basis vectors supplied from the vertex shader. ; Then uses the normal and eye vector

depthoffield.cpp

/****************************************************************************** Copyright (C) 1999, 2000 NVIDIA Corporation This file is provided without support, instruction, or implied warra

testgl.c

#include #include #include #include #include "SDL.h" #ifdef HAVE_OPENGL #include "SDL_opengl.h" /* Undefine this if you want a flat cube instead

hmatrix3.h

#ifndef HMATRIX3_H #define HMATRIX3_H #include "Types.h" #include #define FWD 0 #define BACK 1 class HMatrix3{ public: HMatrix3(); ~HMatrix3(); void setIdentity();

types.h

#ifndef TUPLES_H #define TUPLES_H #include class Tuple3f; class Tuple3i; typedef unsigned char u8; typedef signed char s8; typedef unsigned short u16; typed

euc.4

.\" Copyright (c) 1993 .\" The Regents of the University of California. All rights reserved. .\" .\" This code is derived from software contributed to Berkeley by .\" Paul Borman at Krystal Technolog

config.mk

TEXT_BASE = 0xa3FB0000 #TEXT_BASE = 0