cocoa图形编程
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cocoa drawing
Drawing is a fundamental part of most Cocoa applications. If your application uses only standard system controls, then Cocoa does all of the转载 2011-09-07 21:58:15 · 1244 阅读 · 0 评论 -
NSImage的作用
Loading existing images from disk.Drawing image data into your views.Creating new images.Scaling and resizing images.Convert转载 2011-09-11 17:24:58 · 725 阅读 · 0 评论 -
NSImage的Drawing方法与Compositing方法的对比
Drawing Versus CompositingThe NSImage class offers different groups of methods to facilitate drawing your images to the current context.转载 2011-09-11 17:18:48 · 1228 阅读 · 0 评论 -
Drawing to an Image
Drawing to an ImageIt is possible to create images programmatically by locking focus on anNSImage object and drawing other images转载 2011-09-11 17:57:06 · 573 阅读 · 0 评论 -
使用图像的准则
Guidelines for Using ImagesHere are some guidelines to help you work with images more effectively:Use the NSImage interface when转载 2011-09-11 17:51:21 · 583 阅读 · 0 评论 -
NSImage的缓存
The NSImage class incorporates an internal caching scheme aimed at improving your application’s drawing performance. This caching scheme转载 2011-09-11 17:42:01 · 911 阅读 · 0 评论 -
NSImage和NSImageRep
The NSImage class provides the high-level interface for manipulating images in many different formats. Because it provides the high-leve转载 2011-09-11 17:39:17 · 982 阅读 · 0 评论 -
NSImage的坐标系统
Image Coordinate SystemsLike views, NSImage objects use their own coordinate system to manage their content, which in this case is the i转载 2011-09-11 17:21:42 · 978 阅读 · 0 评论 -
Paths
Cocoa provides support for drawing simple or complex geometric shapes using paths. A path is a collection of points used to create primitive转载 2011-09-08 14:58:21 · 1372 阅读 · 0 评论 -
Graphics Contexts
Graphics contexts are a fundamental part of the drawing infrastructure in Cocoa applications. As the name suggests, a graphics context provi转载 2011-09-06 23:26:50 · 1001 阅读 · 0 评论 -
OpenGL 的渲染流水线
OpenGL 的渲染流水线一、渲染:计算机根据模型创建图象。模型(或物体)是由几何图元构成的,而几何图元是通过顶点来指定的。最终渲染的图象由屏幕像素组成。像素(pixel)是显示硬件能够放置到屏幕上的最小的可视元素。有关像素的信息(如颜色)在系统内存中被组织为位面(bitplane)。位面构成了帧缓存(包含图形显示设备为控制屏幕上所有像素的颜色和亮度所需的信息)。 1、使用几何转载 2011-11-26 13:55:26 · 1041 阅读 · 0 评论