![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
int largest = -1;
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
if (r <= len && a[r] > a[largest])
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
if (largest != index)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
a[largest] = a[index];
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
void BuildMaxHeap(int *a, int len)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
![](p_w_picpaths/editer/InBlock.gif)
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数据结构的wiki。
今晚根据OpenGL Tutorial 教程Lesson 0,把书中代码实现了一下,结果程序运行无法全屏,正确代码代码如
摘要Abstract:本文对网格数据结构作简要介绍,并结合使用OpenCascade中的数据结构,将网格数据在OpenSceneGraph中可视化。 关键字KeyWords:OpenCascade、OpenSceneGraph、Triangulation、Mesh Data StructureMesh Data Structure in OpenCascadeeryar@163.com摘要
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