代码搜索:Diffuse
找到约 389 项符合「Diffuse」的源代码
代码结果 389
www.eeworm.com/read/4032/23292
sln vs diffuse lighting.sln
Microsoft Visual Studio Solution File, Format Version 8.00
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "VS Diffuse Lighting", "VS Diffuse Lighting.vcproj", "{A806FF78-F845-4732-8E29-941630C08
www.eeworm.com/read/143548/12862317
txt readme.txt
========================================================================
MICROSOFT FOUNDATION CLASS LIBRARY : Diffuse
========================================================================
www.eeworm.com/read/136824/5848378
nvv directionallight.nvv
; Directional Light, Diffuse and Specular.
; Viewer is non-local (constant half-vector)
#include "lighting.h"
#define R_NORMAL r1
#define R_HALF_VECTOR r8
#define R_DIFFUSE r5
#define R_SPECUL
www.eeworm.com/read/211496/15179433
h texargs.h
//-----------------------------------------------------------------------------
// File: TexArgs.h
//
// Desc: Header file to declare texture stage state arguments used for the app.
//
// Copyrig
www.eeworm.com/read/322751/13368307
txt shadowmapps.txt
//Pixel shader for shadow mapping
//Does (diffuse+specular)*tex0
//Believe it or not, this is not possible without pixel shaders, since in D3D the specular
//component is always added after the tex
www.eeworm.com/read/208727/15238610
cpp 材质光源的rgb值.cpp
#include
#include
#include
#include
#pragma comment(lib,"opengl32")
#pragma comment(lib,"glu32")
#pragma comment(lib,"glaux")
void Inid(void);
voi
www.eeworm.com/read/107624/15604503
cpp 材质光源的rgb值.cpp
#include
#include
#include
#include
#pragma comment(lib,"opengl32")
#pragma comment(lib,"glu32")
#pragma comment(lib,"glaux")
void Inid(void);
voi
www.eeworm.com/read/120251/6074967
ms ogremateriallib.ms
-- write into "outfile" the selected OgreMaterial
-- precondition: iskindof material OgreMAterial == true.
-- Use export OgreMaterial.
function writeOgreMaterial material outFile =
(
local t, ma