Win10-DX(解决红警登陆后有声音但黑屏问题).zip
2021-10-14 16:05:04 621B 红警补丁
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亲测可用!在win10上安装ue4.26,会提示缺少D3DCompiler_43.dll、D3DX9_43.dll等依赖动态库文件,这个包里面的文件直接放到system32下就可以,安装包里包含64位和32位,64位放置到C:\Windows\system32、32位放置到C:\Windows\SysWOW64即可。
2021-10-11 18:04:19 6.09MB ue4 游戏 cim
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课程性质: 专业核心课程。课程学时: 讲授30学时,实验10学时。培养目标: 掌握可编程控制器PLC的基本工作原理和 使用方法;能根据生产实际的需要,设计 相应的PLC控制系统,编写相应的程序。成绩评定: 平时成绩占20%,实验占20%,考试 占60%。
2021-10-08 20:37:46 1.57MB PLC DX
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cool edit插件,用于电音和高音修正
2021-09-30 09:41:35 16.13MB Auto-Tune
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Reselection 1. Priority setting 2. Reselection strategy 3. Signaling and parameter Redirection 1. Flow chart 2. Feature and parameter 3. Signaling flow 4. Structure chart and interface
2021-09-27 17:00:30 2.07MB LTE FT DX CDX
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DirectX修复工具(DirectX Repair)是一款系统级工具软件,简便易用。DirectX修复工具为绿色版,无需安装,可直接运行。DirectX修复工具的主要功能是检测当前系统的DirectX状态,如果发现异常则进行修复。DirectX修复工具为了应对一般电脑用户的使用,采用了傻瓜式一键设计,只要点击主界面上的“检测并修复”按钮,DirectX修复工具就会自动完成校验、检测、下载、修复以及注册的全部功能,无需用户的介入,大大降低了使用难度
2021-09-25 22:29:06 187.1MB DX
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内有把jar文件转dex文件的dx.jar,另外附带方法,详情请看下载后的使用说明
2021-09-14 09:52:32 676KB dx.jar jar转dex文件
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行业分类-设备装置-一种基于DXF文件的笔式绘图机绘图路径优化方法.zip
2021-09-11 09:05:16 588KB 行业分类-设备装置-一种基于DX
marvell dx系列的交换芯片 用途很广 资料难找 芯片手册官网上貌似找不到的
2021-09-10 22:10:44 14.86MB marvell dx Prestera
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投影矩阵的教程 Introduction Projective texture mapping is a method of texture mapping described by Segal [3] that allows the texture image to be projected onto the scene as if by a slide projector. Figure 1 shows some example screen shots from the projspot demo, available in the NVIDIA OpenGL SDK. Projective texture mapping is useful in a variety of lighting techniques, including shadow mapping [4]. This document provides some background and describes the steps involved in projective texture mapping in OpenGL. Projective texture mapping refers both to the way texture coordinates are assigned to vertices, and the way they are computed during rasterization of primitives. We usually think of texture mapping as “the application of a texture image to a primitive,” and while it certainly is that – there is more math going on than most folks think. If you have ever written your own rasterizer with support for mipmap filtered, perspective-correct, projective texture mapping, you no doubt became aware of the many subtle issues involved. We will begin by discussing the way that texture coordinates are computed during rasterization, and then we will discuss methods for assigning the texture coordinates to the vertices. We do not discuss filtering here, but there is a paper on Anisotropic Filtering at the NVIDIA developer web site that provides a good introduction to that topic. Figure 1.
2021-09-10 17:44:26 333KB shader render hlsl dx
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