C# (CSharp) QuadVideo Пространство имен

Классы

Имя Описание
ConvolutionProcessor
DCTProcessor
DissolveProcessor
PowerLawTransform
Resolution This object represents a simple row/column pair. it is no more complex than the POINT object found in typical Win32 calls, but it's name implies the representation of discrete resolution.
TexturedCheckerboard
VideoScene
VideoSource
XYAxesMesh This object uses a set of quads to represent a mesh that is in the XY plane. A size parameter sets the model coordinate boundaries of the mesh The Resolution determines how many quads are constructed along each axis. This class clearly separates the creation of vertices, indices, and texture coodinates for the sake of clarity. It may not be the most efficient manner, but is probably the easiest to understand, modiy, extend, and maintain. This is not the most optimal representation of a mesh of quads. First, the individual vertices are duplicated rather than shared. This is to allow setting of individual normal vectors, and texture coordinates per vertex. Also, instead of using quad strips, each individual quad is drawn as a separate object. Again, this is for full control of drawing. One scenario might be that each individual quad is drawn and some shader parameters are set before the drawing occurs. This might allow a shader to convey information to the quad such as which position it is in relative to the resolution of the entire mesh.
XYAxesPointMesh This object uses a set of quads to represent a mesh that is in the XY plane. A size parameter sets the model coordinate boundaries of the mesh The Resolution determines how many quads are constructed along each axis. This class clearly separates the creation of vertices, indices, and texture coodinates for the sake of clarity. It may not be the most efficient manner, but is probably the easiest to understand, modiy, extend, and maintain. This is not the most optimal representation of a mesh of quads. First, the individual vertices are duplicated rather than shared. This is to allow setting of individual normal vectors, and texture coordinates per vertex. Also, instead of using quad strips, each individual quad is drawn as a separate object. Again, this is for full control of drawing. One scenario might be that each individual quad is drawn and some shader parameters are set before the drawing occurs. This might allow a shader to convey information to the quad such as which position it is in relative to the resolution of the entire mesh.
YCrCbProcessor