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  • primitive字体

    2019-10-22 22:48:22
    primitive字体是一款用于海报设计方面的字体
  • <div><p>I am curious why when checking a primitive sphere to primitive sphere it is using the GJK solver instead of the primitive shape algorithm? </p><p>该提问来源于开源项目:flexible-collision...
  • Primitive types

    2021-01-06 03:47:52
    <div><p>Add primitive types accepting values of any simple or compound primitive JSON type.</p><p>该提问来源于开源项目:schematics/schematics</p></div>
  • Primitive wrappers

    2021-01-04 00:34:19
    <div><p>The primitive wrappers providing an ability to handle structs/classes wrapping primitive types. This can be handy when using strongly typed identifiers, etc.</p><p>该提问来源于开源项目:...
  • POINTS primitive

    2021-01-11 04:56:59
    <p>we would like to use a Points primitive in a VboMesh or in Modifiers, and therefore, in shaders. <p>Is there any reason in particular to avoid the Points primitive in Cinder? Or it is just not-yet-...
  • Primitive streams

    2020-11-26 15:06:01
    </code> which converts from primitive to Object. It would be nice if it returned a <code>DoubleStream</code> which is a stream of primitives. If the existing <code>stream</code> method cannot be ...
  • Primitive Topology

    2017-11-17 00:04:45
    Primitive Topology

      在D3D中, 顶点被存储在一个名为Vertex Buffer的数据结构中, 他是一段连续的内存, 顶点被一个挨一个的存储在这个buffer中. 但问题是这个Vertex Buffer只存储了顶点, 并没有指明这些顶点要如何组成几何原型. 所以在D3D中, 我们指明 Primitive Topology 来告诉D3D如何”看待”这一串顶点数据.

      在渲染管线一文中我们知道这部分处理是在INPUT ASSEMBLER阶段进行的, DirectX的API名称定义的非常规范, 我们用来设置原型拓扑的方法便是以”IA”开头的 IASetPrimitiveTopology .

    void ID3D11DeviceContext::IASetPrimitiveTopology(
        D3D11_PRIMITIVE_TOPOLOGY Topology);

      D3D提供了一个枚举 D3D11_PRIMITIVE_TOPOLOGY 用来表示拓扑方式(MSDN文档). 所有后来的draw call都将遵循这种格式, 直到再次调用IASetPrimitiveTopology改变拓扑方式.

    typedef enum D3D11_PRIMITIVE_TOPOLOGY
    {
        D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED = 0,
        D3D11_PRIMITIVE_TOPOLOGY_POINTLIST = 1,
        D3D11_PRIMITIVE_TOPOLOGY_LINELIST = 2,
        D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP = 3,
        D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4,
        D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5,
        D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = 10,
        D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = 11,
        D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = 12,
        D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 13,
        D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST = 33,
        D3D11_PRIMITIVE_TOPOLOGY_2_CONTROL_POINT_PATCHLIST = 34,
        //...
        D3D11_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST = 64,
    } D3D11_PRIMITIVE_TOPOLOGY;

      下图展示了几种典型的拓扑方式, 更多细节请参考文档和相关书籍.

    • (a) point list
    • (b) line strip
    • (c) line list
    • (d) trangle strip

      原型拓扑

      实际上我们使用更多的是 Triangle List , 他不像Triangle Strip那样彼此相连, 虽然这样在表示连续的图形时会浪费顶点, 但是好在我们可以使用索引缓存最大程度上减少这种浪费. 更重要的是由于不需要连续, 相较于Triangle Strip要更加灵活.
      Triangle List

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  • primitive" in "mesh/primitive". This can lead to confusion. Rename it to "mode" as it is called in glDrawArrays etc. </p><p>该提问来源于开源项目:KhronosGroup/glTF</p></div>
  • Invalid JSON primitive

    2020-12-26 19:15:20
    Invalid JSON primitive: ." No Pools! PS>TerminatingError(ConvertFrom-Json): "Invalid JSON primitive: ." No Pools! PS>TerminatingError(ConvertFrom-Json): "Invalid JSON primitive: ...
  • primitive" atoms, which are atoms created with an initial value: <pre><code> const anAtom = atom('foo') </code></pre> <p>There is also a public type <code>PrimitiveAtom<T></code>...
  • Primitive->Plane and generates a scene graph. <p>'Sphere' is available from Cortex->Primitive->Sphere and generates an object that requires promotion to a scene entity. <p>consolidate...
  • primitive assembly

    2018-07-24 13:59:00
    Does clipping in openGL pipeline happen before or after primitive assembly? https://stackoverflow.com/questions/49860946/does-clipping-in-opengl-pipeline-happen-before-or-after-primitive-assembly ...

    Does clipping in openGL pipeline happen before or after primitive assembly?

    https://stackoverflow.com/questions/49860946/does-clipping-in-opengl-pipeline-happen-before-or-after-primitive-assembly

     

    Firstly, I'm not entirely sure how the clipping works, but I suppose it "cuts" off the fragments that are not seen by the viewer, although I don't know how this works in practice. However, does it happen before or after the primitive assembly?

    The official documentation says this:

    The purpose of the primitive assembly step is to convert a vertex stream into a sequence of base primitives. For example, a primitive which is a line list of 12 vertices needs to generate 11 line base primitives.

    The full primitive assembly step (including the processing below) will always happen after Vertex Post-Processing. However, some Vertex Processing steps require that a primitive be decomposed into a sequence of base primitives. For example, a Geometry Shader operates on each input base primitive in the primitive sequence. Therefore, a form of primitive assembly must happen before the GS can execute.

    This early primitive assembly only performs the conversion to base primitives. It does not perform any of the below processing steps.

    Such early processing must happen if a Geometry Shader or Tessellation is active. The early assembly step for Tessellation is simplified, since Patch Primitives are always sequences of patches.

    It seems that there are two forms of primitive assembly, which I'm confused about.

    First, we see that when the vertex data is first fed into the vertex shader for rendering, it has to interepret the stream of vertices as some triangle or line etc. This is called "rendering" I suppose.

    But on the other hand, the primitive assembly as quoted above also does something so similar. What is the difference between the two processes?

    The article on primitives says this:

    The term Primitive in OpenGL is used to refer to two similar but separate concepts. The first is the interpretive scheme used by OpenGL to determine what a stream of vertices represents when being rendered. Such sequences of vertices can be arbitrarily long.

    The other meaning of "Primitive" is as the result of the interpretation of a vertex stream, as part of Primitive Assembly. Therefore, processing a vertex stream by one of these primitive interpretations results in an ordered sequence of primitives. The individual primitives are sometimes called "base primitives".

    If we follow the quote above, it seems that there is no difference between the two apparently separate concepts. The "interpretation step" can view, say, a sequence of 10 vertices as 8 dependent triangles. But so can the primitive assembly steps, which views the "dependent triangles" as base primitives. What is concretely different between the two?

     

     

    Basically, there are a lot of things called "primitive assembly". They all do the same thing (turn a sequence of vertices into individual primitives), but several of them happen at different times.

    There is a specific chapter of the specification titled "Fixed-Function Primitive Assembly and Rasterization." One could argue that this is where "the" Primitive Assembly stage happens. But the standard also says that it happens after the VS, after the TES, and after the GS (where applicable).

    The standard still talks about "the primitive assembly stage" as if there were only one, despite the fact that it clearly calls for multiple of them.

    What's clear is that the process of clipping knows about the individual primitives, so some primitive assembly has happened prior to reaching that stage.

    转载于:https://www.cnblogs.com/Searchor/p/9359569.html

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  • Laravel开发-primitive

    2019-08-28 12:02:53
    Laravel开发-primitive php oop基元类型
  • Add primitive types

    2021-01-07 19:19:15
    <div><p>Primitive types are those which have a special meaning to the compiler / runtime. This replaces special type like <code>U64</code> and <code>cown</code> which we had before, removing a lot of ...
  • <div><p>Primitive factory action should be accessible also when no object is selected within the dbtree. <p>This depends by the fact that the whole Tools menu is disabled when no object is selected. ...
  • primitive types

    2019-06-29 19:10:08
    primitive types不需要用new,而且是传值而非引用。 int a = 0; long b = 0L; float c = 0f; double d = 0d; 转载于:https://www.cnblogs.com/fanzi2009/archive/2009/12/23/1630755.html

    primitive types不需要用new,而且是传值而非引用。

    int a = 0;

    long b = 0L;

    float c = 0f;

    double d = 0d;

    转载于:https://www.cnblogs.com/fanzi2009/archive/2009/12/23/1630755.html

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  • parse a primitive

    2021-01-12 05:48:23
    t find in the documentation a way to parse a primitive like string,boolean,number which could return a JsonVariant. I have a use case where I can receive any of the JSON primitive values. The only way...
  • primitive value test

    2021-01-08 06:18:45
    <div><p>The type test at https://github.com/Yomguithereal/baobab/blob/55c8313d3bf26df83ef5fe31d8d20d1034752261/src/type.js#L52 fails to properly identify Symbol as a primitive ... I suggest an ...
  • Highlight primitive types

    2021-01-12 05:51:52
    <div><p>This is a hack to get better highlighting of primitive types until #1340.</p><p>该提问来源于开源项目:rust-analyzer/rust-analyzer</p></div>
  • Java Primitive

    2016-12-03 00:37:46
    Java Primitive As of the Java Virtual Machine Specification second edition, numeric types, the boolean type (§3.3.4), and the returnAddress type are the three java primitive types supported by JVM. ...

    Java Primitive

    As of the Java Virtual Machine Specification second edition, numeric types, the boolean type (§3.3.4), and the returnAddress type are the three java primitive types supported by JVM.

    Most of you may get annoyed, we all know about the primitives of java. That is where from we all started it. 

    But, you may not be aware of a primitive called returnAddress. Surprise isn’t it? 

    This post serves just to bring that primitive to your notice. It is not part of the language construct / api and is not of direct use to an application programmer. 

    But it is good to be aware of the primitive for the sake of completeness.

    1) Numeric Types

    Numeric types are classified as integral primitive and floating point type primitives
    Integral type primitive:

    byte –  8-bit signed two’s complement integers: -128 to 127 (-2power7 to 2power7 – 1)
    short – 16-bit signed two’s complement integers: -32768 to 32767 (-2power15 to 2power15 – 1)
    int – 32-bit signed two’s complement integers
    long – 64-bit signed two’s complement integers
    char – 16-bit unsigned integers representing Unicode characters (§2.1)

    Value ranges from -2power(N-1) to 2power(N-1) – 1 ; where N is the bit size like 8 or 16,…

    In the above, two’s complement means, a negative number will be denoted by the two’s complent of its absolute value. 

    Most significat digit (MSB) will denote if the number is positive or negative. MSB will be 0 if the number is positive and 1 if it is negative.

    Floating-point primitives are float and double

    • positive and negative sign-magnitude numbers
    • positive and negative zeros
    • positive and negative infinities
    • a special Not-a-Number value (used to represent zero/zero kind of numbers).

    2) boolean type primitive

    encode the truth values true and false. Even booleans are in turn processed using int instructions.

    3) returnAddress type primitive

    returnAddress types are pointers to the opcodes of JVM instructions like jsr, ret, and jsr_w


    展开全文
  • Custom primitive types

    2021-01-09 07:45:55
    <div><p>Handle custom primitive types <p>https://github.com/swaggo/swag/issues/164</p><p>该提问来源于开源项目:swaggo/swag</p></div>
  • <div><h3>Entropy aggregation primitive <p>For details on entropy please see: https://docs.scipy.org/doc/scipy/reference/generated/scipy.stats.entropy.html</p><p>该提问来源于开源项目:alteryx/...
  • Fix nonnull primitive

    2020-12-09 01:51:09
    <div><p>The last version which introduced the <code>usePrimitiveForNonNullField</code> option has a bug, it will change all type to primitive if possible. 🙇 </p><p>该提问来源于开源项目:...
  • s come to our attention that the inclusion of a signed multiply primitive may be beneficial for generating efficient hardware. The current magma/coreir multiply primitive does not distinguish between ...
  • Broken primitive serializer

    2020-12-26 00:30:48
    <div><p>For some reason, the primitive serializer no longer works. <p>It seems this code patch turned off the unit test for this serializer ...CorfuDB/CorfuDB</p></div>

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