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ScreenCap
- 用GDI函数抓屏 如果我们不太在意抓屏的效率,并且我们想要的只是一个屏幕快照的话,可以考虑使用GDI方式。这种抓屏机制是以“桌面也是一个窗口,桌面也有一个窗口句柄(HWND)”这个简单的常识为基础的,如果我们得到了桌面的设备上下文(DC),就可以利用blit(复制)它的内容到我们创建的DC中。我们可以用GetDeskWindow()得到桌面的窗口句柄,从句柄得到DC也是很容易的
blt
- WannaPlayDIB实用图形库 Bitmap包装器实现 Bitmap文件存取类:支持8位调色板位图和24位真彩位图的载入,以及24位真彩位图保存-Bitmap graphics library utility WannaPlayDIB wrapper realize Bitmap file access categories: support for palette bitmaps 8 and 24-bit true col
ScreenCap
- 用GDI函数抓屏 如果我们不太在意抓屏的效率,并且我们想要的只是一个屏幕快照的话,可以考虑使用GDI方式。这种抓屏机制是以“桌面也是一个窗口,桌面也有一个窗口句柄(HWND)”这个简单的常识为基础的,如果我们得到了桌面的设备上下文(DC),就可以利用blit(复制)它的内容到我们创建的DC中。我们可以用GetDeskWindow()得到桌面的窗口句柄,从句柄得到DC也是很容易的 -GDI function w
Blitter
- 类似于DirectDraw的blit函数,过时的技术,我们有实现了它。它非常的简单,就是把一块纹理贴到另一块纹理上。-Similar to the DirectDraw Blit function, outdated technology, we have to achieve it. It is very simple, is to paste a texture to another texture on a.
dx9_resize_window
- This sample demonstrates how to respond to the app s window // getting resized by resizing the front and back buffers of // the Direct3D device to match it. If you don t do this, // Direct3D will be forced to pe
Troll-0.0.3
- Troll is a 2D game/app fr a mework. It provide to you some interting features that will help you write your game. - fr a me timing auto control (fixed FPS and low CPU usage) - Primitives (circles, ellipse, rects,
screenshot
- Example of how to take screenshot in windows. Uses CreateDC("DISPLAY", ...) to create DC to blit from and blits to new bitmap DC.
ANIMATE
- 一个小的汇编语言例子,关于图像显示和处理,bitmap-This is a simple example of a GDI based animation technique. It uses the API function BitBlt to read different portions of a double bitmap and displays them on the client area of the w
VazPac
- VAZPAC Game Design Notes (updated March 20, 2005) For WIN32 game, Visual C++ compiler, GDI graphics and DirectDraw versions (and DirectSound) VazPac and VazPacDelux GDI version (VazPac.exe) should run on W
SDL_blit_0
- Functions to blit from bitmaps to other surfaces.
SDL_stretch
- Perform a stretch blit between two surfaces of the same format.
evergreen_blit_shaders
- evergreen cards need to use the 3D engine to blit data which requires quite a bit of hw state setup for Linux.
r600_blit_shaders
- R6xx+ cards need to use the 3D engine to blit data which requires quite a bit of hw state setup.
r600_blit_shaders
- R6xx+ cards need to use the 3D engine to blit data which requires quite a bit of hw state setup. Rather than pull the whole 3D driver.
i915_debug
- The blit engine may produce unexpected results when these aren t met.
WindowSurface
- copy pbuffer content with texload and blit.
GrDistanceFieldTextureEffect
- To get optical sizes people don t complain about when we blit correctly, we need to slightly bold each glyph. On the Mac, we need a larger bold value.
blit
- 用C语言编写的约瑟夫环等问题,用链式存储实现!()