... toolchain the first enumerator option will get the value 0, the second option 1, and so on Since the SM_ERROR option is the 4th in the list, it will get the value of 3 Trang 17Step 4.14 Click ... icon to run the code and wait for the eventpoint to trigger Step 4.15 Verify that the code stops but the current instruction shown is not one that writes the variable CurrentState The reason ... trigger on a value between 0x0010 and 0x001F then you would set the Compare field to 0x0010, the Mask Value field to 0xFFF0, and set the Comparison drop down to Equals The zeros in mask are don’t...
Ngày tải lên: 22/06/2015, 14:04
Advanced Debugging on the RX600 (1)
... Monitor in HEW Trang 12E1 & E20Trang 13E1 & E20 Supports the RX family E1 supports V850, RL78, R8C, 78K The features do not come from the debuggers! E1 has 14 pin JTAG connection ... the Lab There are 6 lab sections Please complete them in sequence Please answer the questions in the lab We will cover them at the end Let us know if you have any questions during the ... refer to the Lab Handout and let’s get started! Trang 24Lab QuestionsTrang 25Lab Question 1Question: Why does the linker give an error while building the project when the compiler is configured...
Ngày tải lên: 22/06/2015, 14:04
... 11 3 Race Conditions 11 3 The Scientific Method of Debugging 11 3 Forming a Hypothesis .11 3 Creating a Test for Your Hypothesis ... .96 iPhone 3.0 and Further Work 96 Summary 97 Owen Goss 99 ■Chapter 4: You Go Squish Now! Debugging on the iPhone 10 1 Assumed Knowledge ... to make these properties, so don’t forget to add the @property declarations and the @synthesize declarations in the implementation file The animateColor flag will tell the emitter whether you...
Ngày tải lên: 17/03/2014, 23:20
game and graphics programming for ios and android with opengl es 2.0
... 98 10 0 10 0 10 5 10 5 10 7 10 8 11 0 11 0 11 3 11 4 11 6 11 7 12 0 12 0 12 2 12 7 12 9 13 0 13 2 13 3 13 4 13 5 13 6 14 0 14 3 xiii ftoc.indd xiii 12 /30 /11 8:28:33 AM CONTENTS Third-Person Camera with Collision Summary ... CHAPTER 10 : ADVANCED LIGHTING Types of Lamps Let There Be Light Directional Lamp Shader Struct as Uniforms 14 5 14 9 15 1 15 1 15 2 15 3 15 5 15 9 16 1 16 3 16 5 16 7 17 0 17 1 17 2 17 3 17 4 17 4 17 5 17 6 17 8 17 8 18 2 ... ffirs.indd i 1/ 11/ 12 8:20:58 AM ffirs.indd ii 1/ 11/ 12 8:20:59 AM Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0 ffirs.indd iii 1/ 11/ 12 8: 21: 00 AM ffirs.indd iv 1/ 11/ 12 8: 21: 00...
Ngày tải lên: 22/03/2014, 13:36
Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 docx
... Interactions The Game Logic 3D Physics 11 0 11 3 11 4 11 6 11 7 12 0 The Bullet File Format 3D Pinball Game 12 0 12 2 Summary 12 7 CHAPTER 7: CAMERA 12 9 Touch and Go! The Camera Frustum 13 0 13 2 How to Build the ... Positional Sound Source Piano Game Loading a Static and Streamed Sound Color Picking Piano Game Logic Final Adjustments Rolling Ball Game 14 5 14 9 15 1 15 1 15 2 15 3 15 5 15 9 16 1 16 3 16 5 16 7 17 0 17 1 17 2 ... 17 0 17 1 17 2 17 3 17 4 17 4 17 5 17 6 17 8 17 8 18 2 18 5 18 8 19 0 GFX Shaders Linking the Positional Sound Sources Accelerometer-Driven Camera Cheap FX Game Logic and Tweaks Summary 19 0 19 1 19 5 19 8 200 205...
Ngày tải lên: 29/03/2014, 22:20
Mobile 3D Graphics with OpenGL ES and M3G
... 12 3 12 3 12 5 12 6 13 5 13 9 14 2 14 3 14 3 14 5 14 7 15 3 15 3 15 4 15 6 15 8 16 4 16 4 16 7 16 7 16 9 16 9 17 0 17 1 17 1 17 2 17 2 17 3 17 4 17 5 17 6 17 7 18 0 18 1 18 1 18 3 18 3 18 4 18 5 iv CONTENTS ... reversed component conversion formulas 12 8 12 9 13 0 13 0 14 4 14 5 16 0 16 0 16 1 16 2 16 3 16 3 16 5 17 9 18 2 18 4 19 0 19 2 19 3 5 .1 5.2 Values specified by the target to Map1 ... Computation of filtered color components 91 93 94 95 10 4 10 5 10 6 10 8 3 .10 3 .11 3 .12 3 .13 3 .14 ix 10 8 10 9 11 0 11 1 11 6 11 7 x LIST OF...
Ngày tải lên: 03/11/2012, 11:23
morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann
... Synchronization Points CHAPTER ANIMATION 4 .1 Keyframe Animation 4 .1. 1 4 .1. 2 Interpolation Quaternions 57 60 61 61 63 64 68 70 70 71 71 73 74 82 83 88 90 92 92 95 99 10 0 10 1 10 1 10 2 10 5 10 5 10 6 11 1 ... 6 .1 Scalability 6 .1. 1 6 .1. 2 6.2 Performance Optimization 6.2 .1 6.2.2 6.2.3 6.2.4 6.2.5 6.3 12 8 12 9 13 0 13 0 13 2 13 3 13 4 13 5 13 6 13 6 13 7 13 9 14 0 14 1 14 2 14 5 14 6 14 6 Vertex Data Triangle Data 14 7 ... State 10 .2.2 Dynamic State Queries 10 .3 Hints 211 211 212 213 214 214 214 215 218 218 219 220 220 220 223 223 223 224 225 225 226 227 233 10 .4 Extensions 234 10 .4 .1 10.4.2 10 .4.3 10 .4.4 10 .4.5...
Ngày tải lên: 28/04/2014, 15:49
3D Graphics with OpenGL ES and M3G- P1 pps
... Synchronization Points CHAPTER ANIMATION 4 .1 Keyframe Animation 4 .1. 1 4 .1. 2 Interpolation Quaternions 57 60 61 61 63 64 68 70 70 71 71 73 74 82 83 88 90 92 92 95 99 10 0 10 1 10 1 10 2 10 5 10 5 10 6 11 1 ... 6 .1 Scalability 6 .1. 1 6 .1. 2 6.2 Performance Optimization 6.2 .1 6.2.2 6.2.3 6.2.4 6.2.5 6.3 12 8 12 9 13 0 13 0 13 2 13 3 13 4 13 5 13 6 13 6 13 7 13 9 14 0 14 1 14 2 14 5 14 6 14 6 Vertex Data Triangle Data 14 7 ... State 10 .2.2 Dynamic State Queries 10 .3 Hints 211 211 212 213 214 214 214 215 218 218 219 220 220 220 223 223 223 224 225 225 226 227 233 10 .4 Extensions 234 10 .4 .1 10.4.2 10 .4.3 10 .4.4 10 .4.5...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P10 docx
... the texture map that corresponds to (0, 1) (0, 1) (1, 1) (0, 0) (a) (1, 1) (1, 0) (0, 0) (1, 0) (b) (0, 1) (0, 0) (1, 1) (1, 0) (c) F i g u r e 3 .12 : (a) The (s, t) coordinate system of a texture ... SECTION 3.4 RASTERIZATION 75 F i g u r e 3 .11 : Texture mapping Portions of a bitmap image on the left are mapped on two triangles on the right If the triangles not have the same shape as their ... the middle of the small square among the four texels The values of the two top row texels are interpolated based on the s-coordinate, and the same is done on the lower row Then these interpolated...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P11 potx
... absorbs, say, 10 % of the light for every 10 meters This continuous fractional attenuation corresponds to the exponential function, which OpenGL supports in the form of f = e−dz , (3 .11 ) where d ... SECTION 3.4 RASTERIZATION 85 using the light map on the left middle Top right adds an environment map that reflects the light from the lamp from the surface of the barrel; the environment map ... modulate the amount of light arriving to the surface Figure 3 .18 shows an ambient occlusion map on a polygon mesh The effect is that locations under other objects get darker, as indentations in the...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P12 pps
... transferring the data from the CPU to the GPU and organizing it into a format LIFE CYCLE OF A FRAME SECTION 3.6 10 3 CPU N N 11 N12 N13 T&L N 21 N N 11 N12 N13 Rasterizer N22 N 21 N N 11 N12 N13 Flip N23 ... to in the middle, and to about on the right The distance between the surfaces along the viewing direction also grows as the slope increases will have the same depth On the rightmost image, the ... N 21 N N12 N12 N13 F i g u r e 3.26: Parallelism of asynchronous multibuffered rendering CPU T&L Rasterizer N 11 N N 11 N N N 11 F i g u r e 3.27: Nonparallel nature of single-buffered or synchronized...
Ngày tải lên: 03/07/2014, 11:20
3D Graphics with OpenGL ES and M3G- P13 pot
... flipping the signs on one of the quaternions so that they land on the same hemisphere of the 4D unit sphere This is what many code examples on quaternion interpolation do, and it will work as long ... 0 1] ) and a South pole (at [0 0 1] ) The quaternion on the North pole stands for the initial position of your object, before any rotation has been applied to it Each quaternion elsewhere on the ... surface of the sphere represents a rotation away from the initial position The farther you go from the North pole, the more you rotate Walking along the shortest path possible along the surface...
Ngày tải lên: 03/07/2014, 11:20