代码搜索:Texture
找到约 4,874 项符合「Texture」的源代码
代码结果 4,874
www.eeworm.com/read/301709/13851585
cs program.cs
using System;
using System.Reflection;
namespace FactoryMethodExample
{
class Program
{
static void Main(string[] args)
{
Patrix patrix = new Patrix();
www.eeworm.com/read/301709/13851599
cs program.cs
using System;
using System.Reflection;
namespace AbstractFactoryExample
{
class Program
{
static void Main(string[] args)
{
Patrix patrix = new Patrix();
www.eeworm.com/read/151092/5686562
java java3dworld.java
// Java3DWorld.java
// Java3DWorld is a Java 3D Graphics display environment
// that creates a SimpleUniverse and provides capabilities for
// allowing a user to control lighting, motion, and text
www.eeworm.com/read/150892/5687872
cpp bac.cpp
#include
#include "string.h"
#include "stdlib.h"
#include
using namespace std;
int fSize = 0;
int wSize = 0;
/*
int readShort()
{
unsigned char a, b;
fin.get(a);
f
www.eeworm.com/read/148721/5710125
c tr_backend.c
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena sourc
www.eeworm.com/read/136824/5848207
nvp twoweightcombine_postmult.nvp
/*********************************************************************NVMH2****
Path: C:\Dev\devrel\Nv_sdk_4\Dx8\NVEffectsBrowser\Effects\CA_Fire
File: TwoWeightCombine_PostMult.nvp
Copyright (
www.eeworm.com/read/136824/5848218
nvp equalweightcombine_postmult.nvp
/*********************************************************************NVMH2****
Path: C:\Dev\devrel\Nv_sdk_4\Dx8\NVEffectsBrowser\Effects\Dot3Bump_Dynamic
File: EqualWeightCombine_PostMult.nvp
www.eeworm.com/read/136824/5848232
nvp applyvelocityshader.nvp
/* ****************************************
2nd step of force calc for render-to-texture
water simulation.
Adds the 4th & final neighbor point to the
force calc..
Bias and scale the values
www.eeworm.com/read/136824/5848404
nvp applyvelocityshader.nvp
/* ****************************************
2nd step of force calc for render-to-texture
water simulation.
Adds the 4th & final neighbor point to the
force calc..
Bias and scale the values
www.eeworm.com/read/136824/5848448
nvp twosided.nvp
;
; Pixel shader
#include "TwoSided.h"
; Declare pixel shader version 1.0
ps.1.0
tex t0 ; decal texture
tex t1 ; back illuminination texture
mul r