The method has the advantages that complexity is low and the optimal code rates of the texture video and the depth map can be reached. The method can be used for allocation of the code rates of the texture video and the depth map in three-dimensional video coding.元辉...
IXmlMap IXmlMaps IXmlNamespace IXmlNamespaces IXmlSchema IXmlSchemas IXPath Label Labels LeaderLines Legend LegendEntries LegendEntry LegendKey Line LinearGradient LineFormat Lines LinkFormat ListBox ListBoxes ListColumn ListColumns ListDataFormat ListObject ListObjects ListRow ListRows Mailer Menu Menu...
WDDM2 - Map Default Texture - Basic Test WDDM2 - Map Default Texture - Device-dependent layout test WDDM2 - Map Default Texture - Row Major layout test WDDM2 - Map Default Texture - Standard swizzle layout test WDDM2 - Memory Budget Test - Periodic Trim 11 Test WDDM2 - Memory Budget T...
Methods UVAtlas VertexBuffer VertexDeclaration VertexInformation VertexShader VertexTextureCoordinate Volume VolumeLoader VolumeTexture WasStillDrawingException WrongTextureFormatException XFile XFileData XFileGuid XFileManager XFileSaveData XFileSaveObject ...
ods("D3D10: Failed to create resource view.");return; } } 开发者ID:fwaggle,项目名称:mumble,代码行数:49,代码来源:d3d10.cpp 示例7: FreeMemory ▲点赞 1▼ voidD3D10Texture::Allocate(UINT Width, UINT Height,boolConstructMipmaps, DXGI_FORMAT Format,constBitmap &Bmp) ...
(i.e. up to 4000 pixels at least). I am using workstations with dual Xeons and 64GB+ of RAM so memory allocation shouldn’t be a problem. I think it would be interesting to see what could be achieved with your code (we work with big meshes lots of off images to be textured: ...
Out of memory." ); if ( getException() ) return NULL; image = new osg::Image; image->setOrigin( (osg::Image::Origin)origin ); image->setImage( s, t, r, internalFormat, pixelFormat, dataType, (unsigned char*)data, (osg::Image::AllocationMode)mode, packing ); // Level ...
(internalformat); _dataType = type; _internalTextureFormat = internalformat; _mipmapData = mipMapData; _allocationMode=USE_NEW_DELETE; _packing = packing; _rowLength = rowLength; for(i=0;i<numMipMaps;++i) { glGetTexImage(textureMode,i,_pixelFormat,_dataType,getMipmapData(i)); } ...
WDDM2 - Map Default Texture - Basic Test WDDM2 - Map Default Texture - Device-dependent layout test WDDM2 - Map Default Texture - Row Major layout test WDDM2 - Map Default Texture - Standard swizzle layout test WDDM2 - Memory Budget Test - Periodic Trim 11 Test WDDM2 - Memory Budget...
The resulting 32-bit value must be stored in memory in little-endian format.Note This requirement is "If-Implemented" for Windows Server.Command syntaxExpand table Command optionDescription Compress -M:1 -dx9 -whql -logclean This command runs the Compressed Texture test job. Compress -M:1 ...