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转载 How to check if a polygon is completely inside another polygon
Checking if a polygon is completely inside another polygon is a very common problem in geometry, and most solutions you can find in the web aren’t that easy, especially when you are dealing with irreg
2014-08-22 11:16:51 461
转载 多边形clip工具性能对比
An independent test of multiple polygon clipping libraries can be found here:http://rogue-modron.blogspot.com/2011/04/polygon-clipping-wrapper-benchmark.htmlFrom: http://www.angusj.com/delph
2014-08-22 11:14:08 780
转载 Procedural generated mesh in Unity: Part 2
LinksThe full source code of the tetrahedron example can be found here:https://github.com/mortennobel/ProceduralMesh/blob/master/TetrahedronUV.csAlso feel free to checkout the rest of the Proc
2014-08-21 16:24:33 388
转载 Procedural generated mesh in Unity: Part 1
In this blog I’ll show how to create a mesh procedurally in Unity. This includes winding order, normals and how to expose your mesh factory to Unity using editor script.One of the best features of
2014-08-21 16:11:07 583
转载 Determining whether or not a polygon (2D) has its vertices ordered clockwise or counterclockwise
The following describes a method for determining whether or not a polygon has its vertices ordered clockwise or anticlockwise. As a consequence the test can also be used to determine whether or not a
2014-08-20 17:23:17 539
转载 体绘制(Volume Rendering)概述
摘抄“GPU Programming And Cg Language Primer 1rd Edition” 中文名“GPU编程与CG语言之阳春白雪下里巴人” 1982 年2 月,美国国家科学基金会在华盛顿召开了科学可视化技术的首次会议,会议认为“科学家不仅需要分析由计算机得出的计算数据,而且需要了解在计算过程中的数据变换,而这些都需要借助于计算机图形学以及图像处理
2014-08-14 12:09:37 3411 1
转载 求点到线段的垂足
第一种: 设直线方程为ax+by+c=0,点坐标为(m,n) 则垂足为((b*b*m-a*b*n-a*c)/(a*a+b*b),(a*a*n-a*b*m-b*c)/(a*a+b*b)) 第二种:计算点到线段的最近点 如果该线段平行于X轴(Y轴),则过点point作该线段所在直线的垂线,垂足很容 易求得,然后计算出垂足,如果垂足在线段上则返回垂足,否则返回离垂足近的端
2014-08-07 11:28:59 2601
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