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); |