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C# DataStream类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中DataStream的典型用法代码示例。如果您正苦于以下问题:C# DataStream类的具体用法?C# DataStream怎么用?C# DataStream使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



DataStream类属于命名空间,在下文中一共展示了DataStream类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: CopyTextureToBitmap

        public static Image CopyTextureToBitmap(D3D.Texture2D texture)
        {
            int width = texture.Description.Width;
            if (width % 16 != 0)
                width = MathExtensions.Round(width, 16) + 16;
            Bitmap bmp = new Bitmap(texture.Description.Width, texture.Description.Height, PixelFormat.Format32bppArgb);
            BitmapData bData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.WriteOnly, bmp.PixelFormat);
            using (DataStream stream = new DataStream(bData.Scan0, bData.Stride * bData.Height, false, true))
            {
                DataRectangle rect = texture.Map(0, D3D.MapMode.Read, D3D.MapFlags.None);
                using (DataStream texStream = rect.Data)
                {
                    for (int y = 0; y < texture.Description.Height; y++)
                        for (int x = 0; x < rect.Pitch; x+=4)
                        {
                            byte[] bytes = texStream.ReadRange<byte>(4);
                            if (x < bmp.Width*4)
                            {
                                stream.Write<byte>(bytes[2]);	// DXGI format is BGRA, GDI format is RGBA.
                                stream.Write<byte>(bytes[1]);
                                stream.Write<byte>(bytes[0]);
                                stream.Write<byte>(255);
                            }
                        }
                }
            }

            bmp.UnlockBits(bData);
            return bmp;
        }
开发者ID:adrianj,项目名称:Direct3D-Testing,代码行数:30,代码来源:ScreenCapture.cs


示例2: _GetRecordingStream

		private DataStream _GetRecordingStream()
		{
			if (_recordingStream == null) {
				_recordingStream = _sequence.SequenceData.DataStreams.CreateStream("Recording");
			}
			return _recordingStream;
		}
开发者ID:stewmc,项目名称:vixen,代码行数:7,代码来源:RecordingModule.cs


示例3: MsfDirectory

        /// <summary>
        /// </summary>
        /// <param name="reader">
        /// </param>
        /// <param name="head">
        /// </param>
        /// <param name="bits">
        /// </param>
        internal MsfDirectory(PdbReader reader, PdbFileHeader head, BitAccess bits)
        {
            bits.MinCapacity(head.directorySize);
            var pages = reader.PagesFromSize(head.directorySize);

            // 0..n in page of directory pages.
            reader.Seek(head.directoryRoot, 0);
            bits.FillBuffer(reader.reader, pages * 4);

            var stream = new DataStream(head.directorySize, bits, pages);
            bits.MinCapacity(head.directorySize);
            stream.Read(reader, bits);

            // 0..3 in directory pages
            int count;
            bits.ReadInt32(out count);

            // 4..n
            var sizes = new int[count];
            bits.ReadInt32(sizes);

            // n..m
            this.streams = new DataStream[count];
            for (var i = 0; i < count; i++)
            {
                if (sizes[i] <= 0)
                {
                    this.streams[i] = new DataStream();
                }
                else
                {
                    this.streams[i] = new DataStream(sizes[i], bits, reader.PagesFromSize(sizes[i]));
                }
            }
        }
开发者ID:afrog33k,项目名称:csnative,代码行数:43,代码来源:MsfDirectory.cs


示例4: ToTexture3D

        public ShaderResourceView ToTexture3D(Device graphicsDevice, Format format)
        {
            int sizeInBytes = sizeof(float) * width * height * depth;

            DataStream stream = new DataStream(sizeInBytes, true, true);
            for (int x = 0; x < width; x++)
                for (int y = 0; y < height; y++)
                    for (int z = 0; z < depth; z++)
                        stream.Write(values[x, y, z]);
            stream.Position = 0;

            DataBox dataBox = new DataBox(sizeof(float) * width, sizeof(float) * width * height, stream);
            Texture3DDescription description = new Texture3DDescription()
            {
                BindFlags = BindFlags.ShaderResource,
                CpuAccessFlags = CpuAccessFlags.None,
                Depth = depth,
                Format = format,
                Height = height,
                MipLevels = 1,
                OptionFlags = ResourceOptionFlags.None,
                Usage = ResourceUsage.Default,
                Width = width
            };
            Texture3D texture = new Texture3D(graphicsDevice, description, dataBox);

            stream.Dispose();

            return new ShaderResourceView(graphicsDevice, texture);
        }
开发者ID:barograf,项目名称:VoxelTerrain,代码行数:30,代码来源:NoiseCube.cs


示例5: ObjRenderer

        public ObjRenderer(Form1 F)
            : base(F.Device)
        {
            P = F;
            PortalRoomManager.Equals(null, null);
            S = new Sorter();
            string s0 = Environment.CurrentDirectory + "/resources/shaders/ambient_fast.fx";
            SB_V = ShaderBytecode.CompileFromFile(s0, "VS_STATIC", "vs_4_0", ManagedSettings.ShaderCompileFlags, EffectFlags.None);
            SB_P = ShaderBytecode.CompileFromFile(s0, "PS", "ps_4_0", ManagedSettings.ShaderCompileFlags, EffectFlags.None);
            VS = new VertexShader(F.Device.HadrwareDevice(), SB_V);
            PS = new PixelShader(F.Device.HadrwareDevice(), SB_P);
            IL = new InputLayout(Device.HadrwareDevice(), SB_V, StaticVertex.ies);
            BufferDescription desc = new BufferDescription
            {
                Usage = ResourceUsage.Default,
                SizeInBytes = 2 * 64,
                BindFlags = BindFlags.ConstantBuffer
            };
            cBuf = new SlimDX.Direct3D11.Buffer(Device.HadrwareDevice(), desc);
            dS = new DataStream(2 * 64, true, true);

            BufferDescription desc2 = new BufferDescription
            {
                Usage = ResourceUsage.Default,
                SizeInBytes = 64,
                BindFlags = BindFlags.ConstantBuffer
            };
            cBuf2 = new SlimDX.Direct3D11.Buffer(Device.HadrwareDevice(), desc2);
            dS2 = new DataStream(64, true, true);
        }
开发者ID:hhergeth,项目名称:RisenEditor,代码行数:30,代码来源:ObjRenderer.cs


示例6: MeshContainer

        public MeshContainer(Engine.Serialize.Mesh M)
        {
            if (M != null)
            {
                LocalAABBMax = M.AABBMax;
                LocalAABBMin = M.AABBMin;

                VertexsCount = M.VertexCount;
                FaceCount = M.FaceCount;
                BytesPerVertex = M.VertexData.Length / VertexsCount;

                using (var vertices = new DataStream(BytesPerVertex * VertexsCount, true, true))
                {
                    vertices.WriteRange<byte>(M.VertexData, 0, M.VertexData.Length);
                    vertices.Position = 0;
                    Vertexs = new Buffer(ModelViewer.Program.device, vertices, BytesPerVertex * VertexsCount, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
                    binding = new VertexBufferBinding(Vertexs, BytesPerVertex, 0);
                }

                using (var indices = new DataStream(4 * FaceCount * 3, true, true))
                {
                    indices.WriteRange<byte>(M.IndexData, 0, M.IndexData.Length);
                    indices.Position = 0;
                    Indices = new Buffer(ModelViewer.Program.device, indices, 4 * FaceCount * 3, ResourceUsage.Default, BindFlags.IndexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
                }
            }
        }
开发者ID:MagistrAVSH,项目名称:my-spacegame-engine,代码行数:27,代码来源:MeshContainer.cs


示例7: SoundEffect

        /// <summary>
        /// Initializes a new instance of the <see cref="SoundEffect"/> class.
        /// </summary>
        /// <param name="audioManager">The associated audio manager instance.</param>
        /// <param name="name">The name of the current instance.</param>
        /// <param name="waveFormat">The format of the current instance.</param>
        /// <param name="buffer">The buffer containing audio data.</param>
        /// <param name="decodedPacketsInfo">The information regaring decoded packets.</param>
        internal SoundEffect(AudioManager audioManager, string name, WaveFormat waveFormat, DataStream buffer, uint[] decodedPacketsInfo)
        {
            AudioManager = audioManager;
            Name = name;
            Format = waveFormat;
            AudioBuffer = new AudioBuffer
            {
                Stream = buffer,
                AudioBytes = (int)buffer.Length,
                Flags = BufferFlags.EndOfStream,
            };
            LoopedAudioBuffer = new AudioBuffer
            {
                Stream = buffer,
                AudioBytes = (int)buffer.Length,
                Flags = BufferFlags.EndOfStream,
                LoopCount = AudioBuffer.LoopInfinite,
            };

            DecodedPacketsInfo = decodedPacketsInfo;

            Duration = Format.SampleRate > 0 ? TimeSpan.FromMilliseconds(GetSamplesDuration() * 1000 / Format.SampleRate) : TimeSpan.Zero;

            children = new List<WeakReference>();
            VoicePool = AudioManager.InstancePool.GetVoicePool(Format);
        }
开发者ID:EvanMachusak,项目名称:SharpDX,代码行数:34,代码来源:SoundEffect.cs


示例8: ResourceFontLoader

        /// <summary>
        /// Initializes a new instance of the <see cref="ResourceFontLoader"/> class.
        /// </summary>
        /// <param name="factory">The factory.</param>
        public ResourceFontLoader(Factory factory)
        {
            _factory = factory;
            foreach (var name in typeof(ResourceFontLoader).Assembly.GetManifestResourceNames())
            {
                if (name.EndsWith(".ttf"))
                {
                    var fontBytes = Utilities.ReadStream(typeof (ResourceFontLoader).Assembly.GetManifestResourceStream(name));
                    var stream = new DataStream(fontBytes.Length, true, true);
                    stream.Write(fontBytes, 0, fontBytes.Length);
                    stream.Position = 0;
                    _fontStreams.Add(new ResourceFontFileStream(stream));
                }
            }

            // Build a Key storage that stores the index of the font
            _keyStream = new DataStream(sizeof(int) * _fontStreams.Count, true, true);
            for (int i = 0; i < _fontStreams.Count; i++ )
                _keyStream.Write((int)i);
            _keyStream.Position = 0;

            // Register the 
            _factory.RegisterFontFileLoader(this);
            _factory.RegisterFontCollectionLoader(this);
        }
开发者ID:numo16,项目名称:SharpDX,代码行数:29,代码来源:ResourceFontLoader.cs


示例9: IndexBuffer

        public IndexBuffer(Device device, ushort[] indices)
        {
            if(device == null)
            {
                throw new ArgumentNullException("device");
            }

            if(indices == null)
            {
                throw new ArgumentNullException("indices");
            }

            using(var dataStream = new DataStream(sizeof(UInt16)*indices.Length, true, true))
            {
                dataStream.WriteRange(indices);
                dataStream.Position = 0;

                Buffer = new Buffer(device,
                                    dataStream,
                                    (int) dataStream.Length,
                                    ResourceUsage.Immutable,
                                    BindFlags.IndexBuffer,
                                    CpuAccessFlags.None,
                                    ResourceOptionFlags.None,
                                    0);
            }

            Count = indices.Length;
        }
开发者ID:Bloyteg,项目名称:AlphaMapper,代码行数:29,代码来源:IndexBuffer.cs


示例10: BitmapImage

 public BitmapImage(int width, int height, BitmapProperties properties)
 {
     mWidth = width;
     mHeight = height;
     mProperties = properties;
     mData = new DataStream(width * height * 4, true, true);
 }
开发者ID:Linrasis,项目名称:WoWEditor,代码行数:7,代码来源:BitmapImage.cs


示例11: DataStreams

 //private DataNodeCollection _executingData;
 public DataStreams()
 {
     // The sequence will have at least one stream to hold effect data.
     _mainStream = new DataStream("Main");
     _dataStreams.Add(_mainStream);
     //_executingData = new DataNodeCollection();
 }
开发者ID:stewmc,项目名称:vixen,代码行数:8,代码来源:DataStreams.cs


示例12: MyGrassPatch

        public MyGrassPatch(HeightMap heightMap, int size)
        {
            MyGrassPatch.width = size;
            MyGrassPatch.length = size;
            this.heightMap = heightMap;
            System.Random rSeed = new Random();

            //triangleCount = length * width * bladeBySquare * bladeBySquare * nbSegment * 2 * 4 * 2;
            triangleCount = length * width * bladeBySquare * bladeBySquare * nbSegment * 4;

            vertices = new DataStream((12+8) * triangleCount * 3, true, true);
            for (int i = 0; i < width;i++)
                for (int j = 0; j < length; j++)
                {
                    for (int xb = 0;xb < bladeBySquare;xb++)
                        for (int yb = 0; yb < bladeBySquare; yb++)
                        {
                            float x = i + xb * 1f / bladeBySquare + ((float)rSeed.NextDouble()-0.5f) * 0.2f;
                            float z = j + yb * 1f / bladeBySquare + ((float)rSeed.NextDouble() - 0.5f) * 0.2f;
                            //float x = i + xb * 1f / bladeBySquare;
                            //float z = j + yb * 1f / bladeBySquare;
                            addBlade(x, heightMap.getHeight(x, z), z, 1.0f + (float)rSeed.NextDouble() * 0.2f, (float)(rSeed.NextDouble()*Math.PI));
                        }
                }
            vertices.Position = 0;
        }
开发者ID:kobr4,项目名称:direct3D-projects,代码行数:26,代码来源:MyGrassPatch.cs


示例13: MyTerrain

        public MyTerrain(HeightMap heightMap,int size)
        {
            MyTerrain.width = size;
            MyTerrain.length = size;
            this.heightMap = heightMap;

            vertices = new DataStream((12+8) * triangleCount * 3, true, true);
            for (int i = 0; i < width;i++)
                for (int j = 0; j < length; j++)
                {
                    float height;
                    height = heightMap.getHeight((float)i, (float)j);
                    vertices.Write(new Vector3(0.0f + i, height, 0.0f + j));
                    vertices.Write(new Vector2(0.0f, 0.0f));
                    height = heightMap.getHeight((float)i, (float)j+1f);
                    vertices.Write(new Vector3(0.0f + i, height, 1.0f + j));
                    vertices.Write(new Vector2(0.0f, 0.0f));
                    height = heightMap.getHeight((float)i+1, (float)j);
                    vertices.Write(new Vector3(1.0f + i, height, 0.0f + j));
                    vertices.Write(new Vector2(0.0f, 0.0f));
                    height = heightMap.getHeight((float)i, (float)j + 1);
                    vertices.Write(new Vector3(0.0f + i, height, 1.0f + j));
                    vertices.Write(new Vector2(0.0f, 0.0f));
                    height = heightMap.getHeight((float)i + 1, (float)j + 1);
                    vertices.Write(new Vector3(1.0f + i, height, 1.0f + j));
                    vertices.Write(new Vector2(0.0f, 0.0f));
                    height = heightMap.getHeight((float)i + 1, (float)j);
                    vertices.Write(new Vector3(1.0f + i, height, 0.0f + j));
                    vertices.Write(new Vector2(0.0f, 0.0f));

                }
            vertices.Position = 0;
        }
开发者ID:kobr4,项目名称:direct3D-projects,代码行数:33,代码来源:MyTerrain.cs


示例14: CreateTexture2DFromBitmap

 /// <summary>
 /// Creates a <see cref="SharpDX.Direct3D11.Texture2D"/> from a WIC <see cref="SharpDX.WIC.BitmapSource"/>
 /// </summary>
 /// <param name="device">The Direct3D11 device</param>
 /// <param name="bitmapSource">The WIC bitmap source</param>
 /// <returns>A Texture2D</returns>
 public static Texture2D CreateTexture2DFromBitmap(Device device, BitmapSource bitmapSource)
 {
     // Allocate DataStream to receive the WIC image pixels
         int stride = bitmapSource.Size.Width * 4;
         using (var buffer = new DataStream(bitmapSource.Size.Height * stride, true, true))
         {
         // Copy the content of the WIC to the buffer
         Rectangle rect = new Rectangle();
         var methods = bitmapSource.GetType().GetMethods();
         bitmapSource.GetType().GetMethods().First(item => item.Name == "CopyPixels").Invoke(bitmapSource, new object[] { stride, buffer });
           //  bitmapSource.CopyPixels(stride, buffer);
             return new Texture2D(device, new Texture2DDescription()
             {
                 Width = bitmapSource.Size.Width,
                 Height = bitmapSource.Size.Height,
                 ArraySize = 1,
                 BindFlags = BindFlags.ShaderResource,
                 Usage = ResourceUsage.Immutable,
                 CpuAccessFlags =CpuAccessFlags.None,
                 Format = Format.R8G8B8A8_UNorm,
                 MipLevels = 1,
                 OptionFlags = ResourceOptionFlags.None,
                 SampleDescription = new SampleDescription(1, 0),
             }, new DataRectangle(buffer.DataPointer, stride));
         }
 }
开发者ID:SiNeumann,项目名称:helix-toolkit,代码行数:32,代码来源:TextureLoader.cs


示例15: GetAuthServerList

        /// <summary>
        /// Gets an auth server list for a specific username.
        /// </summary>
        /// <param name="userName">The username.</param>
        /// <returns>A list of servers on success; otherwise, <c>null</c>.</returns>
        public IPEndPoint[] GetAuthServerList( string userName )
        {
            userName = userName.ToLower();

            byte[] userHash = CryptoHelper.JenkinsHash( Encoding.ASCII.GetBytes( userName ) );
            uint userData = BitConverter.ToUInt32( userHash, 0 ) & 1;

            TcpPacket packet = base.GetRawServerList( ESteam2ServerType.ProxyASClientAuthentication, NetHelpers.EndianSwap( userData ) );

            if ( packet == null )
                return null;

            DataStream ds = new DataStream( packet.GetPayload(), true );

            ushort numAddrs = ds.ReadUInt16();

            IPEndPoint[] serverList = new IPEndPoint[ numAddrs ];
            for ( int x = 0 ; x < numAddrs ; ++x )
            {
                IPAddrPort ipAddr = IPAddrPort.Deserialize( ds.ReadBytes( 6 ) );

                serverList[ x ] = ipAddr;
            }

            return serverList;
        }
开发者ID:KimimaroTsukimiya,项目名称:SteamBot-1,代码行数:31,代码来源:GeneralDSClient.cs


示例16: SDXBitmapFromSysBitmap

        private SharpDX.Direct2D1.Bitmap SDXBitmapFromSysBitmap(WindowRenderTarget device, System.Drawing.Bitmap bitmap)
        {
            var sourceArea = new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height);
            var bitmapProperties = new BitmapProperties(new PixelFormat(SharpDX.DXGI.Format.R8G8B8A8_UNorm, AlphaMode.Premultiplied));
            var size = new Size2(bitmap.Width, bitmap.Height);

            // Transform pixels from BGRA to RGBA
            int stride = bitmap.Width * sizeof(int);
            using (var tempStream = new DataStream(bitmap.Height * stride, true, true))
            {
                // Lock System.Drawing.Bitmap
                var bitmapData = bitmap.LockBits(sourceArea, System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppPArgb);

                // Convert all pixels 
                for (int y = 0; y < bitmap.Height; y++)
                {
                    int offset = bitmapData.Stride * y;
                    for (int x = 0; x < bitmap.Width; x++)
                    {
                        // Not optimized 
                        byte B = Marshal.ReadByte(bitmapData.Scan0, offset++);
                        byte G = Marshal.ReadByte(bitmapData.Scan0, offset++);
                        byte R = Marshal.ReadByte(bitmapData.Scan0, offset++);
                        byte A = Marshal.ReadByte(bitmapData.Scan0, offset++);
                        int rgba = R | (G << 8) | (B << 16) | (A << 24);
                        tempStream.Write(rgba);
                    }

                }
                bitmap.UnlockBits(bitmapData);
                tempStream.Position = 0;

                return new SharpDX.Direct2D1.Bitmap(device, size, tempStream, stride, bitmapProperties);
            }
        }
开发者ID:nkarpey,项目名称:Zat-s-External-CSGO-Multihack,代码行数:35,代码来源:ESP.cs


示例17: Reader

 private Reader(DataStream memorySteam)
 {
     if (memStream == null)
         throw new Exception("Stream is null");
     this.memStream = memorySteam;
     this.binaryParser = new BinaryParser(memStream);
 }
开发者ID:0xe9,项目名称:Snile,代码行数:7,代码来源:Reader.cs


示例18: LoadByteCode

        private static DX11Effect LoadByteCode(byte[] bytecode)
        {
            DX11Effect shader = new DX11Effect();
            try
            {
                DataStream ds = new DataStream(bytecode.Length, true, true);
                ds.Write(bytecode, 0, bytecode.Length);
                shader.ByteCode = new ShaderBytecode(ds);

                //fs.Close();
                ds.Dispose();

                shader.IsCompiled = true;
                shader.ErrorMessage = "";

                shader.Preprocess();

            }
            catch (Exception ex)
            {
                shader.IsCompiled = false;
                shader.ErrorMessage = ex.Message;
                shader.DefaultEffect = null;
            }
            return shader;
        }
开发者ID:arturoc,项目名称:FeralTic,代码行数:26,代码来源:DX11Effect.cs


示例19: SoundBank

 /// <summary>
 /// Initializes a new instance of the <see cref="SoundBank"/> class from a soundbank stream.
 /// </summary>
 /// <param name="audioEngine">The engine.</param>
 /// <param name="stream">The soundbank stream stream.</param>
 /// <unmanaged>HRESULT IXACT3Engine::CreateSoundBank([In] const void* pvBuffer,[In] unsigned int dwSize,[In] unsigned int dwFlags,[In] unsigned int dwAllocAttributes,[Out, Fast] IXACT3SoundBank** ppSoundBank)</unmanaged>
 public SoundBank(AudioEngine audioEngine, Stream stream)
 {
     this.audioEngine = audioEngine;
     isAudioEngineReadonly = true;
     soundBankSourceStream = stream as DataStream ?? DataStream.Create(Utilities.ReadStream(stream), true, true);
     audioEngine.CreateSoundBank(soundBankSourceStream.DataPointer, (int)soundBankSourceStream.Length, 0, 0, this);
 }
开发者ID:Nezz,项目名称:SharpDX,代码行数:13,代码来源:SoundBank.cs


示例20: Load

		public static Model Load(string file, Device device)
		{
			XmlDocument document = new XmlDocument();
			document.Load(file);

			XmlNamespaceManager ns = new XmlNamespaceManager(document.NameTable);
			ns.AddNamespace("c", "http://www.collada.org/2005/11/COLLADASchema");

			// Read vertex positions
			var positionsNode = document.SelectSingleNode("/c:COLLADA/c:library_geometries/c:geometry[@id='geom-Torus001']/c:mesh/c:source[@id='geom-Torus001-positions']/c:float_array[@id='geom-Torus001-positions-array']", ns);
			var indicesNode = document.SelectSingleNode("/c:COLLADA/c:library_geometries/c:geometry[@id='geom-Torus001']/c:mesh/c:triangles/c:p", ns);

			var positions = ParseVector3s(positionsNode.InnerText).ToArray();
			var indices = ParseInts(indicesNode.InnerText).ToArray();

			// Mixing concerns here, but oh well
			var positionsBuffer = new DataStream(positions, true, false);
			var indicesBuffer = new DataStream(indices, true, false);

			var model = new Model()
			{
				VertexBuffer = new Buffer(device, positionsBuffer, positions.Length * Vector3.SizeInBytes, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None),
				IndexBuffer = new Buffer(device, indicesBuffer, indices.Length * sizeof(int), ResourceUsage.Default, BindFlags.IndexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None),
				IndexCount = indices.Length,
				VertexPositions = positions
			};

			return model;
		}
开发者ID:dkushner,项目名称:PhysX.NET,代码行数:29,代码来源:ColladaLoader.cs



注:本文中的DataStream类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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