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 老虎机暴机对于评论里的反正方,其实他们各有各的道理,我保持中立。对于评论里的反正方,其实他们各有各的道理,我保持中立,遗憾,也是一种幸福,
找小三的为什么不封杀,不怕带坏普通人么?陈赫怎么不封杀,我就问你,再也不看快本了!,恐同人士的言論真噁心,怪某人炒作CP太过,录后再来叫停我也是头一次见
瑜洲也很认真的在对待这部戏,我不觉得他们再卖腐,除了戏里之外也没有故意互动很亲密如果连演出来的同性关系都不被允许,那么真的同性们又怎么敢面对呢?哎,暗恋是一种自毁,是一种伟大的牺牲,你呀的,等那么久就想看他们的
说他俩炒cp刻意卖腐的麻烦您搞搞清楚再说话,黑子真多,没意思了@Ares--阿瑞斯!这叫啥,这叫直男卖腐,黄景瑜黄景瑜黄景瑜黄景瑜黄景瑜!!!,尽管俩人都没这个打算)终归还是对同性恋不够爱,反正人家异性恋宣传剧时候的刻意就不是刻意!哦~~。真是无语
什么都别说了,我去看手撕鬼子了,为什么要封杀为什么要封杀为什么要封杀,”而其实你还爱着他,你一点也不好。黄景瑜黄景瑜黄景瑜黄景瑜黄景瑜!!!,为什么要封杀为什么要封杀为什么要封杀,最浪漫的爱是得不到的。卧槽就这么被封了?妈的智障
臭不要脸,,,,,很多大腕不都演过这种题材么,怎么不封杀他们,再说了,现在都什么年代了,心碎了一地,景瑜呀,王大陆这个台独的孙子不该封?台独这事儿这就过去了?虽然对不起其他家的粉,但恕我直言,这孙子就该被封!”。找小三的为什么不封杀,不怕带坏普通人么?陈赫怎么不封杀,我就问你
1的xx话、求求你们别在刷瑜洲cp了,真是无语,喜闻乐见,谁让他们继续炒cp了,活该被禁。我好心塞
爱情和情歌一样,最高境界是余音袅袅,凭什么!!那我看不到张天爱肿么办!!阿西吧,心累,演员有什么罪,一个个闲的,日子太好过了是吧,生活太舒坦了是吧,开始担心全人类了是吧,有意思吗,自己眼睛里装了个哈哈镜还怪世界不正常了,我天.
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-亚洲bodog - 真人现金网上在线娱乐平台游戏开户官
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摘自:http://sourceforge.net/p/vector-agg/mailman/vector-agg-general/?viewmonth=200308First of all, let me thank you for the suggestionsperfectly explained.The other thing is that the "rectangle" optimizationdoesn't make much sense in comparison with "hline"one. It complicates things a lot with miserableresult. In fact, the low-level rectangle()uses hline().I agree with you completely that solid polygons can beoptimized and it can be done in a way you described.But first let me tell you about the rasterizationalgorithm. Honestly, I don't understand completely themath (calculating part, outline_aa::render_scanline)and I guess we'll have to ask David Turner to explainit if we need.The algorithm consists of three phases - decomposingthe path into square cells (pixels), sorting thecells, and "sweeping" the scanlines.When you call rasterizer.move_to() it accumulatescells (pixels) that are crossed by the path. It alsocalculates the coverage value for each cell (the areaof the cell that the polygon covers). After it's doneall the cells are sorted by Y and then by X with amodified quick-sort (actually, I sort pointers to thecells). Finally, method render() "sweeps" the sortedcells and converts them into a number of scanlines. Itsums all the cells with the same coordinates in orderto calculate right cover value (it happens when thepixel is crossed more than once by different edges ofthe path). It guarantees correct cover values even ifa complex polygon is so small that it falls into onepixel. This is the main advantage of the algorithmbecause it allows you to render very thin objectscorrectly (simulating very thin lines with properfading).Function render() creates a scanline that consists ofa number of horizontal spans and then callsrenderer::render() that actually draws the scanline.I see two major possibilities to optimize rendering.1. Using agg::scanline_p32 instead ofagg::scanline_u8. Here 'p' and 'u' refer to 'packed'and 'unpacked'. Packed means that all the cells in thescanline that have equal cover value are representedas a horizontal line with x,y,length, and cover.'Unpacked' means that every cell in the scanline hasits own cover value even if they are all the same. So,the straight way is to use agg::scanline_p32 and tooptimize renderer_scanline::render(). There're twonotes. First, it makes sense if the area of theobjects is large enough, that is, rendering smallglyphs is more efficient with using agg::scanline_u8because of less branched code. Second, it works onlyfor solid color filling. For gradients, images,Gouraud we'll have to process the scanlinepixel-by-pixel anyway. From this point of view usingagg::scanline_p32 doesn't make much sense either.Still, solid filling is a very common operation andit'd be very good to optimize it. We'll have the bestresult when the color is opaque. But we can optimizetranslucent colors too! Here we can use the fact ofthe relative coherence of the background image. Forsolid span we calculate (alpha-blend) the first pixeland then check if the color of the next pixel is thesame we simply put previously calculated value.It's all very good, but it doesn't help much to speedup drawing thin strokes. In this case the distributionof spent time is quite different. The most timeconsuming operation in this case is qick_sort. You canultra-optimize the scanline rendering but you won'tachieve much because scanlines in this case are veryshort and they don't play any considerable role.There's the second posibility of optimization.2. We cannot get rid of rasterizing and calculatingcells (outline_aa::render_line) but we can play withquick-sort. Namely, we don't have to sort the wholepath but only each scanline. If the sorting algorithmhad exactly linear complexity it would't make sense.But it's faster to sort 100 arrays of 10 elements eachthan one array of 1000 elements. In case ofrasterizing a thin line we usually have 2, 3, or 4cells in the scanline. Simple insertion sort worksfaster than the quick-sort in these cases. It looksrather promising but it requires a kind of smartmemory managing (it requires reallocs and I wouldn'trely on that they are fast and painless).agg::scanline_p32 is not finished yet. '32' refers tothe maximal capacity of the coverage value - 32 bits,but I'd add one more template argument in order to use8-bit values.McSeem--- eric joneswrote:> Hey Group,>> Thinking out loud and long winded...>> I've just started exploring the process for building> an optimized> renderer for general (anti-aliased, thick, etc.)> veritical/horizontal> lines and rectangles.Since I haven't poked around> much in this part of> agg, it is all high-level.Forgive me if this all> falls under the> category of "obvious," but I have not done much with> low level graphic> algorithms before.I am just trying to figure out> what the important> abstractions are and hopefully get some ideas about> where to plug such> ideas into agg.> The easiest place to start looking is at drawing a> single, solid ( i.e:> non-dashed but potentially semi-transparent),> vertical/horizontal line> with arbitrary thickness and end-caps.The line can> be broken into> three basic regions - the two end regions and the> middle region.For a> horizontal line, the regions can be lab宝马会国际娱乐官网_澳门宝马会国际eled as so:>>End1MiddleEnd2>> Lets look at the middle region of pixels first> because it is the> simplest to render.For example, if our line> horizontal line is 5> pixels (scanlines) thick, the "cover" value for all> the pixels on a> single scanline will be the same because the> antialiasing algorithm> would return the same alpha value for all of these> pixels (I hope I am> using the cover term correctly here).For example,> the 5 scanlines of> the middle region might have alpha values (assume> 0-9 as full alpha> range) of 1, 5, 9, 5, and 1 respectively resulting> in the following> alpha mask for the middle region's applied to the> line's color value.>>>>>>>> Based on this, we only have to calculate alpha once> for the line and> then call the hline() method (with the alpha> blending patch) 5 times -> once for each scanline.I'm guessing this would be> a decent speed win> over the current algorithm.Is this a correct> assumption McSeem?Also,> it makes hline() and vline() great candidates for> platform dependent> optimization in the future (SSE2, the Intel Image> library, or whatever)> because making them fast would speed up a large> amount of the general> cases.>> As for the end regions, they need a "complex"> anti-aliasing algorithm> applied to them where the "cover" value each pixel> value is treated> independently.This is similar to the current> rendering approach, but> we can't just treat the end-caps as polygons and> feed them into the> current path render because antialiasing is applied> from one side (left> on End1, right on End2).McSeem, is this right or> is there some way for> the current path renderer to handle this?>> Here are the alpha values of my (fictitious) width=5> line with rounded> end-caps broken out by the region in which they are> rendered.>>End1MiddleEnd2>>123 > 321>99999> 7521>123 > 321>>>> Hmmm.I guess, with thicker lines, there would> really be another region> of interest:>>Top-Middle>End1 Center-MiddleEnd2>Bottom-Middle>> Here, the ends are rendered the same way as before.> The Top-Middle and> Bottom-Middle are regions would be the anti-aliasing> "blend-in" regions> of the line and rendered as previously discussed for> the "Middle"> region.The Center-Middle section would be the area> of the line that> has a constant alpha cover of 9 and could be filled> with a call to the> rectangle() primitive.So, breaking out the Top,> Center and Bottom> regions, assuming a new line of with 10, we would> have something like:>>> Top-Middle>>>>>> Center-Middle>>>>>> Bottom-Middle>>> So, I guess this all can be generalize by saying> there are three major> types of regions for anti-aliased rendering of any> type of object be it> a thick line, a rectangle, or an arbitrary path:>>1. Quickly varying areas where the alpha is> calculated for each> pixel.>2. Slowly varying areas where alpha is calculated> for an entire> row>(vertical or horizontal) at a time.>3. Constant areas where the alpha doesn't> change.This could be,> but>doesn't have to be a rectangular region.>> It happens that it is fairly simple to break> horizontal/vertical lines> and rectangles into these regions.The vertical> line is the same as the> horizontal if we exchange "scan-column" for> "scanline."As for a> rectangle, we have to deal with the joins in the> corners.Its regions> would break down as follows:>>TL-CornerTop-MiddleTR-Corner>Left-MiddleCenter-MiddleRight Middle>BL-CornerBottom-MiddleBR-Corner>> Here, the Corners are all "quickly varying," the Top> and Bottom Middle> are "slowly varying" using calls to the hline()> primitive, the Left and> Right Middle are "slowly varying" using calls to the> vline()> primitive(), and the Center-Middle is, again,> constant.>> I'm most interested in the cases that are described> above, but it occurs> to me that it is possible to decompose arbitrary> paths up into these> three types of regions prior to calling a renderer.> This> domain-decomposition might be so expensive that it> swamps any benefits> in some cases -- I am not experienced with such> algorithms.I would> think that there is some way to do it, perhaps on a> per scanline basis> instead of on the entire path, that would provide a> speed improvement.>> Back to horz/vert lines and rectangles.I still> need to handle dashed> lines.I'm guess the way to do this is pass this> through
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record bodog88affiliate_record bodog88affiliate官方指定网站
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请小沈阳不是要几百万啊!有什么record bodog88affiliate不敢的,听来的人说强一幼女至疯还没人管呢!村民无知,奈何!record bodog88affiliate世界上没有哪一把尺可以测量自己。村官儿说的没错,错就错在村官儿管不了村官儿自己。垃圾分类应受重视。中国的官太好当了,一个村干部就这这么牛!我理解农村为什么要生男的。因为农村都是体力活。
生命在于自己把握,连自己的生命都不珍惜的人,做为支书,他能珍惜村里人吗,不会有好的做风。哪来的钱这样浪费?这年头,心胸阴暗的人,太多。有钱了,不要在中国花。村官都这么牛逼!
这不是在祝贺他,是在K他。共愤的村支书。请二人转丫蛋?土鳖有钱了就是这样装文艺哒~~~~。就只知道罚款,呵呵,上班如果不急,交通如果不堵谁他妈还跑地铁上吃东西?本末倒置。管你们屁事呀。有次我在家里选举,上面有3个名字,他明说你选我,我拿钱,你不选他吗,别人你认识吗,你知道人品么。
应该开除这几个败类!太狂妄小小村主任都如此狂妄党纪国法都在给谁用现在大小官员办红白喜事大收礼品都想发一笔把他们的帐都查查有问题即可清理查办。是哦,要不不敢在这风头上这么嘚瑟,大家持续关注,看这事儿咋处理。这是土产皇帝的习俗。上也管不了,下敢问。恶有恶报,时间来到,哈哈。这条解决色情交易是个办法,
不作死就不会死系列,《中国官员》。村委土豪啊!先把这记者抓起来审一下,村里有书记吗?支书吧?民俗喜事全村办有什么腐败可讲?乱造是非该抓!顶风作案后台硬否?国家机器好比一棵大树,那么村级干部等于须根,枯荣在于树的各个部位。祝你的,孙子,孙女,缺胳膊,缺腿的,万能的神会保佑你。狗官,尼玛。
要严查他的收入来源!你的所谓的素质就是让你娘当野鸡你当那个垃圾不如的李天一般的“付”(付出了你娘的毕)二代的那样的毕。社会不能容忍无德记者,无德教师,无德医生,无德律师存在,零容忍!勇于揭露无德小人,还社会正能量!当地的基层党组织肯定是涣散的被“黑势力”把持了!阿三以为他在新德里座火车呢!哈哈,有钱能使鬼推磨。看样子有我要下马了。
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