tailieunhanh - 3D Graphics with OpenGL ES and M3G- P35

3D Graphics with OpenGL ES and M3G- P35:Mobile phones are the new vehicle for bringing interactive graphics technologies to consumers. Graphics that in the 1980s was only seen in industrial flight simulators and at the turn of the millennium in desktop PCs and game consoles is now in the hands of billions of people. This book is about the technology underpinnings of mobile threedimensional graphics, the newest and most rapidly advancing area of computer graphics. | 324 LOW-LEVEL MODELING IN M3G CHAPTER 14 is not very useful for most real-world meshes but can save some space in certain special cases and procedurally generated meshes. The other alternative explicit strips is what you normally want to use. Here the difference is that instead of a starting vertex you give a list of indices TriangleStripArray int indices int stripLengths The indices array is then split into as many separate triangle strips as specified in the stripLengths array. For a simple example let us construct an IndexBuffer containing two strips one with five and the other with three vertices this translates into three and one triangles respectively. static final int myStripIndices static final int myStripLengths 0 3 1 4 5 7 6 8 5 3 myTriangles new TriangleStripArray myStripIndices myStripLengths Performance tip While triangle strips in general are very efficient there is a considerable setup cost associated with rendering each strip. Very small strips are therefore not efficient to render at all and it is important to try to keep your strips as long as possible. It may even be beneficial to join several strips together using degenerate triangles duplicating the end index of the first and the beginning index of the second strip so that zero-area triangles are created to join the two strips. Such degenerate triangles are detected and quickly discarded by most M3G implementations. As usual your mileage may vary. With the large spectrum of M3G-enabled devices out there some software-only implementations may in fact be able to render short strips fairly efficiently whereas some other implementations may optimize the strips themselves regardless of how you specify them. Submitting already optimized strips may therefore yield little or no benefit on some devices. Note that unlike vertex arrays and buffers the index buffers cannot be modified once created this was seen as an unnecessary feature and left out in the name of implementation complexity but perhaps .

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