Easy to understand UT8 string class.
More details at rawsourcecode.io post
Easy to understand UT8 string class.
More details at rawsourcecode.io post
void FVulkanDynamicRHI::DoExperimentsSetup() | |
{ | |
// Create a swap chain and its surface | |
std::vector<VkImage> Images; | |
const FVulkanSwapChain SwapChain{Instance, *Device, GetWindowHandle(), 300, 300, Images}; | |
// Create a command memory pool | |
const VkCommandPoolCreateInfo CommandPoolCreateInfo | |
{ | |
VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO, |
// Windows | |
#include <windows.h> | |
#include <libloaderapi.h> | |
// Vulkan | |
#include <vulkan.h> | |
// Std | |
#include <iostream> | |
#include <vector> |
#pragma once | |
#include <memory> | |
/* ======================================================================= */ | |
/* Base delegateInstance interface */ | |
template <typename FuncType> | |
struct IBaseDelegateInstance; | |
template <typename RetType, typename... ArgTypes> | |
struct IBaseDelegateInstance<RetType(ArgTypes...)> |
#include <glad\glad.h> | |
#include <GLFW\glfw3.h> | |
#include <iostream> | |
#define W 960 | |
#define H 480 | |
#define WINDOW_TITLE "Hello window" | |
void resize_framebuffer_cb(GLFWwindow *window, int w, int h); |
This class is basically a rudimentary state machine, the states are set by calling rightVolcanRotate(), rightVolcanStop(), leftVolcanRotate(), and leftVolcanStop(). Those methods are invoked by the leap motion unity SDK (4.5.0)
https://developer.leapmotion.com/unity#5436356
The leap motion SDK exposes some unity events for some gestures, eg: left hand opened, right hand opened, the Animation's methods are invoked when those events happens. For more details I recommend to play around with the leap sdk.
#include <opencv2/core.hpp> | |
#include <opencv2/imgcodecs.hpp> | |
#include <opencv2/highgui.hpp> | |
#include <iostream> | |
using namespace cv; | |
using namespace std; | |
int main( int argc, char** argv ) | |
{ | |
if( argc != 2) | |
{ |
#version 150 | |
// CONSTANTS | |
#define DEBUG_MODE | |
// UNIFORMS | |
uniform sampler2D tex0; // flow field texture | |
uniform sampler2D tex1; // texture A for swapping | |
uniform sampler2D tex2; // texture B for swapping | |
uniform float time; |
using System; | |
// una clase es una carpeta | |
public class Humanos | |
{ | |
// mi carpeta contine elementos... | |
// que pueden ser... | |
// PROPIEDADES que me sirven para definir |
// crear el VBO(vertex buffer object) con el fin de designar un espacio en la GPU para los vertices del triangulo | |
GLuint VBO_ID; | |
glGenBuffers(1, &VBO_ID); | |
// bind the newly created buffer to the GL_ARRAY_BUFFER target | |
glBindBuffer(GL_ARRAY_BUFFER, VBO_ID); | |
// copies the previously defined triangle vertices data into the buffer's memory: | |
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_vertices), triangle_vertices, GL_STATIC_DRAW); |