‘壹’ 求一个能实现屏幕水波纹效果的vb代码
'补模块3文件。一个放不下。
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
' 渲染子程序,将新的帧数据渲染到 lpDIBitsRender 中
' 算法:
' posx = Wave1(x-1,y)-Wave1(x+1,y)+x
' posy = Wave1(x,y-1)-Wave1(x,y+1)+y
' SourceBmp(x,y) = DestBmp(posx,posy)
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Public Sub WaveRender(lpWaveObject As WAVE_OBJECT)
Dim dwPosX As Long, dwPosY As Long, dwPtrSource As Long, dwPtrDest As Long, dwFlag As Long
Dim lpWave1 As Long, LineIdx As Long, LinePtr As Long
Dim lpDIBitsSource As Long, lpDIBitsRender As Long
Dim I As Long, J As Long
dwFlag = 0
With lpWaveObject
'Debug.Print "WaveRender " & .dwFlag
If (.dwFlag And F_WO_ACTIVE) = 0 Then Exit Sub
.dwFlag = .dwFlag Or F_WO_NEED_UPDATE
lpWave1 = .lpWave1
LineIdx = .dwWaveByteWidth '像素指针
For I = 1 To .dwBmpHeight - 2
For J = 0 To .dwBmpWidth - 1
'********************************************************************
' PosY=i+像素上1能量-像素下1能量
' PosX=j+像素左1能量-像素右1能量
'********************************************************************
'LineIdx = LineIdx - .dwWaveByteWidth
LinePtr = lpWave1 + LineIdx - .dwWaveByteWidth
pLongPtr(0) = LinePtr
dwPosY = pLong(0)
LinePtr = lpWave1 + LineIdx + .dwWaveByteWidth
pLongPtr(0) = LinePtr
dwPosY = dwPosY - pLong(0) + I
LinePtr = lpWave1 + LineIdx - 4
pLongPtr(0) = LinePtr
dwPosX = pLong(0)
LinePtr = lpWave1 + LineIdx + 4
pLongPtr(0) = LinePtr
dwPosX = dwPosX - pLong(0) + J
If dwPosX < 0 Or dwPosY < 0 Then GoTo Continue
If dwPosX >= .dwBmpWidth Or dwPosY >= .dwBmpHeight Then GoTo Continue
'********************************************************************
' ptrSource = dwPosY * dwDIByteWidth + dwPosX * 3
' ptrDest = i * dwDIByteWidth + j * 3
'********************************************************************
'dwPtrSource = dwPosY * .dwDIByteWidth + (dwPosX + dwPosX * 2)
dwPosX = dwPosX + dwPosX * 2 'dwPosX * 3
dwPtrSource = dwPosY * .dwDIByteWidth + dwPosX
dwPtrDest = I * .dwDIByteWidth + (J + J * 2) 'dwPtrDest = I * .dwDIByteWidth + J * 3
'********************************************************************
' 渲染像素 [ptrDest] = 原始像素 [ptrSource]
'********************************************************************
lpDIBitsSource = .lpDIBitsSource + dwPtrSource
lpDIBitsRender = .lpDIBitsRender + dwPtrDest
If dwPtrSource <> dwPtrDest Then
dwFlag = dwFlag Or 1 '如果存在源像素和目标像素不同,则表示还在活动状态
' Debug.Print dwPtrSource & " SR " & dwPtrDest
'CopyMemory ByVal lpDIBitsRender, ByVal lpDIBitsSource, 3
Call WaveGetPixel(lpDIBitsSource, lpDIBitsRender, .dwDIByteWidth)
Else
CopyMemory ByVal lpDIBitsRender, ByVal lpDIBitsSource, 3
End If
'********************************************************************
' 继续循环
'********************************************************************
Continue:
LineIdx = LineIdx + 4 '像素++ '指针4个字节
Next 'J
Next 'I
SetDIBits .hDcRender, .hBmpRender, 0, .dwBmpHeight, .lpDIBitsRender, .stBmpInfo, DIB_RGB_COLORS
If dwFlag = 0 Then .dwFlag = .dwFlag And (Not F_WO_ACTIVE)
'Debug.Print "WaveRender " & .dwFlag
End With
End Sub
Public Sub WaveUpdateFrame(lpWaveObject As WAVE_OBJECT, ByVal hdc As Long, bIfForce As Boolean)
'Dim ret As Long
With lpWaveObject
If bIfForce = True Then GoTo labUpdate
If (.dwFlag And F_WO_NEED_UPDATE) Then
'ret = SetDIBitsToDevice(.hDcRender, 0, 0, .dwBmpWidth, .dwBmpHeight, 0, 0, 0, .dwBmpHeight, .lpDIBitsRender, .stBmpInfo, DIB_RGB_COLORS)
'ret = SetDIBits(.hDcRender, .hBmpRender, 0, .dwBmpHeight, .lpDIBitsRender, .stBmpInfo, DIB_RGB_COLORS)
'SetDIBits .hDcRender, .hBmpRender, 0, .dwBmpHeight, .lpDIBitsRender, .stBmpInfo, DIB_RGB_COLORS
labUpdate:
BitBlt hdc, 0, 0, .dwBmpWidth, .dwBmpHeight, .hDcRender, 0, 0, SRCCOPY
.dwFlag = .dwFlag And (Not F_WO_NEED_UPDATE)
End If
End With
End Sub
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
' 扔一块石头
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Public Sub WaveDropStone(lpWaveObject As WAVE_OBJECT, ByVal dwPosX As Long, ByVal dwPosY As Long, ByVal dwStoneSize As Long, ByVal dwStoneWeight As Long)
Dim dwSize As Long
Dim dwX1 As Long, dwX2 As Long
Dim dwY1 As Long, dwY2 As Long, dwY3 As Long
'Dim dwMaxX As Long, dwMaxY As Long
Dim LinePtr As Long
With lpWaveObject
'Debug.Print "WaveDropStone " & .dwFlag
'********************************************************************
' 计算范围
'********************************************************************
dwSize = dwStoneSize \ &H2 '2 ^ 1
dwX1 = dwPosX + dwSize
dwX2 = dwPosX - dwSize
If (.dwFlag And F_WO_ELLIPSE) Then dwSize = dwSize \ &H2 ' 2 ^ 1
dwY1 = dwPosY + dwSize
dwY2 = dwPosY - dwSize
dwSize = dwStoneSize
If dwSize = 0 Then dwSize = dwSize + 1
'********************************************************************
' 判断范围的合法性
'********************************************************************
If dwX1 + 1 >= .dwBmpWidth Or dwX2 < 1 Or dwY1 + 1 >= .dwBmpHeight Or dwY2 < 1 Then Exit Sub
'********************************************************************
' 将范围内的点的能量置为 dwStoneWeight
'********************************************************************
While dwX2 <= dwX1
dwY3 = dwY2
While dwY3 <= dwY1
'(x-x0)^2+(y-y0)^2<=r^2 就在圆内
If (dwX2 - dwPosX) * (dwX2 - dwPosX) + (dwY3 - dwPosY) * (dwY3 - dwPosY) <= dwSize * dwSize Then
LinePtr = .lpWave1 + (dwY3 * .dwBmpWidth + dwX2) * &H4 '2 ^ 2
pLongPtr(0) = LinePtr
pLong(0) = dwStoneWeight
End If
dwY3 = dwY3 + 1
Wend
dwX2 = dwX2 + 1
Wend
.dwFlag = .dwFlag Or F_WO_ACTIVE
End With
End Sub
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
' 计算扩散数据、渲染位图、更新窗口、处理特效的定时器过程
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Public Sub WaveTimerProc(ByVal hWnd As Long, ByVal uMsg As Long, ByVal idEvent As Long, ByVal dwTime As Long)
Dim hdc As Long
Dim dwPosX As Long, dwPosY As Long, dwSize As Long, dwWeight As Long
Dim lpWaveObj As Long
'建立模拟指针
Dim pWAVE_OBJECT() As WAVE_OBJECT
Dim pWAVE_OBJECTPtr() As Long
Dim SApWAVE_OBJECT As SAFEARRAY1D
Dim SApWAVE_OBJECTPtr As SAFEARRAY1D
With SApWAVE_OBJECT
.cDims = 1
.fFeatures = 0
.cbElements = 1
.cLocks = 0
.pvData = 0
.Bounds(0).lLbound = 0
.Bounds(0).cElements = 1
End With
With SApWAVE_OBJECTPtr
.cDims = 1
.fFeatures = 0
.cbElements = 4
.cLocks = 0
.pvData = VarPtr(SApWAVE_OBJECT.pvData)
.Bounds(0).lLbound = 0
.Bounds(0).cElements = 1
End With
CopyMemory ByVal VarPtrArray(pWAVE_OBJECT), VarPtr(SApWAVE_OBJECT), 4
CopyMemory ByVal VarPtrArray(pWAVE_OBJECTPtr), VarPtr(SApWAVE_OBJECTPtr), 4
lpWaveObj = idEvent
pWAVE_OBJECTPtr(0) = lpWaveObj
'Debug.Print "WaveTimerProc " & pWAVE_OBJECT(0).dwFlag
Call WaveSpread(pWAVE_OBJECT(0))
Call WaveRender(pWAVE_OBJECT(0))
With pWAVE_OBJECT(0)
If (.dwFlag And F_WO_NEED_UPDATE) Then
hdc = GetDC(.hWnd)
Call WaveUpdateFrame(pWAVE_OBJECT(0), hdc, False)
Call ReleaseDC(.hWnd, hdc)
End If
'********************************************************************
' 特效处理
'********************************************************************
If (.dwFlag And F_WO_EFFECT) = 0 Then Exit Sub
Select Case .dwEffectType
'********************************************************************
' Type = 1 雨点,Param1=速度(0最快,越大越慢),Param2=雨点大小,Param3=能量
'********************************************************************
Case 1
'Dim ret As Long
If .dwEffectParam1 > 0 Then Call WaveRandom(pWAVE_OBJECT(0), .dwEffectParam1) 'ret = WaveRandom(pWAVE_OBJECT(0), .dwEffectParam1)
'If ret = 0 Then
dwPosX = WaveRandom(pWAVE_OBJECT(0), .dwBmpWidth - 2) + 1
dwPosY = WaveRandom(pWAVE_OBJECT(0), .dwBmpHeight - 2) + 1
dwSize = WaveRandom(pWAVE_OBJECT(0), .dwEffectParam2) + 1
dwWeight = WaveRandom(pWAVE_OBJECT(0), .dwEffectParam3) + 50
Call WaveDropStone(pWAVE_OBJECT(0), dwPosX, dwPosY, dwSize, dwWeight)
'End If
'********************************************************************
' Type = 2 行船,Param1=速度(0最快,越大越快),Param2=大小,Param3=能量
'********************************************************************
Case 2
.dwEff2Flip = .dwEff2Flip + 1
If (.dwEff2Flip And 1) <> 0 Then Exit Sub
dwPosX = .dwEff2X + .dwEff2XAdd
dwPosY = .dwEff2Y + .dwEff2YAdd
If dwPosX < 1 Then
dwPosX = -(dwPosX - 1)
.dwEff2XAdd = -.dwEff2XAdd
End If
If dwPosY < 1 Then
dwPosY = -(dwPosY - 1)
.dwEff2YAdd = -.dwEff2YAdd
End If
If dwPosX > .dwBmpWidth - 1 Then
dwPosX = (.dwBmpWidth - 1) - (dwPosX - (.dwBmpWidth - 1)) '(.dwBmpWidth - 1)*2 -dwPosX
.dwEff2XAdd = -.dwEff2XAdd
End If
If dwPosY > .dwBmpHeight - 1 Then
dwPosY = (.dwBmpHeight - 1) - (dwPosY - (.dwBmpHeight - 1)) '(.dwBmpHeight-1)*2-dwPosY
.dwEff2YAdd = -.dwEff2YAdd
End If
.dwEff2X = dwPosX
.dwEff2Y = dwPosY
Call WaveDropStone(pWAVE_OBJECT(0), dwPosX, dwPosY, .dwEffectParam2, .dwEffectParam3)
'********************************************************************
' Type = 3 波浪,Param1=密度,Param2=大小,Param3=能量
'********************************************************************
Case 3
Dim I As Long
For I = 0 To .dwEffectParam1
dwPosX = WaveRandom(pWAVE_OBJECT(0), .dwBmpWidth - 2) + 1
dwPosY = WaveRandom(pWAVE_OBJECT(0), .dwBmpHeight - 2) + 1
dwSize = WaveRandom(pWAVE_OBJECT(0), .dwEffectParam2) + 1
dwWeight = WaveRandom(pWAVE_OBJECT(0), .dwEffectParam3)
Call WaveDropStone(pWAVE_OBJECT(0), dwPosX, dwPosY, dwSize, dwWeight)
Next
End Select
End With
'取消模拟指针
CopyMemory ByVal VarPtrArray(pWAVE_OBJECT), 0&, 4
CopyMemory ByVal VarPtrArray(pWAVE_OBJECTPtr), 0&, 4
End Sub
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'释放对象
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Public Sub WaveFree(lpWaveObject As WAVE_OBJECT)
With lpWaveObject
If .hDcRender > 0 Then DeleteDC (.hDcRender)
If .hBmpRender > 0 Then DeleteObject .hBmpRender
If .lpDIBitsSource > 0 Then GlobalFree .lpDIBitsSource
If .lpDIBitsRender > 0 Then GlobalFree .lpDIBitsRender
If .lpWave1 > 0 Then GlobalFree .lpWave1
If .lpWave2 > 0 Then GlobalFree .lpWave2
KillTimer .hWnd, VarPtr(lpWaveObject)
ZeroMemory ByVal VarPtr(lpWaveObject), Len(lpWaveObject)
'-----------------------------------------------------------
'取消模拟指针
CopyMemory ByVal VarPtrArray(pLong), 0&, 4
CopyMemory ByVal VarPtrArray(pLongPtr), 0&, 4
'-----------------------------------------------------------------
'取消模拟指针
CopyMemory ByVal VarPtrArray(pByte), 0&, 4
CopyMemory ByVal VarPtrArray(pBytePtr), 0&, 4
'-----------------------------------------------------------
End With
End Sub
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
' 初始化对象
' 参数:_lpWaveObject = 指向 WAVE_OBJECT结构体
' 返回:0 成功、 1 失败
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Public Function WaveInit(lpWaveObject As WAVE_OBJECT, ByVal hWnd As Long, ByVal hBmp As Long, ByVal dwSpeed As Long, ByVal dwType As WaveType) As Long
Dim stBmp As BITMAP
Dim dwReturn As Long
Dim ret As Long
Dim hdc As Long
Dim hMDC As Long
'-----------------------------------------------------------------
'建立模拟指针
With SApLong
.cDims = 1
.fFeatures = 0
.cbElements = 1
.cLocks = 0
.pvData = 0
.Bounds(0).lLbound = 0
.Bounds(0).cElements = 1
End With
With SApLongPtr
.cDims = 1
.fFeatures = 0
.cbElements = 4
.cLocks = 0
.pvData = VarPtr(SApLong.pvData)
.Bounds(0).lLbound = 0
.Bounds(0).cElements = 1
End With
CopyMemory ByVal VarPtrArray(pLong), VarPtr(SApLong), 4
CopyMemory ByVal VarPtrArray(pLongPtr), VarPtr(SApLongPtr), 4
'-----------------------------------------------------------------
'建立模拟指针
With SApByte
.cDims = 1
.fFeatures = 0
.cbElements = 1
.cLocks = 0
.pvData = 0
.Bounds(0).lLbound = 0
.Bounds(0).cElements = 3
End With
With SApBytePtr
.cDims = 1
.fFeatures = 0
.cbElements = 4
.cLocks = 0
.pvData = VarPtr(SApByte.pvData)
.Bounds(0).lLbound = 0
.Bounds(0).cElements = 1
End With
CopyMemory ByVal VarPtrArray(pByte), VarPtr(SApByte), 4
CopyMemory ByVal VarPtrArray(pBytePtr), VarPtr(SApBytePtr), 4
'-----------------------------------------------------------------
dwReturn = 0
ZeroMemory ByVal VarPtr(lpWaveObject), Len(lpWaveObject)
'ZeroMemory lpWaveObject, &H84 ' Len(WAVE_OBJECT)
With lpWaveObject
If dwType = sEllipse Then
.dwFlag = .dwFlag Or F_WO_ELLIPSE
End If
'********************************************************************
' 获取位图尺寸
'********************************************************************
.hWnd = hWnd
.dwRandom = GetTickCount()
ret = GetObject(hBmp, Len(stBmp), stBmp)
If ret = 0 Then
dwReturn = 1
GoTo result
End If
.dwBmpHeight = stBmp.bmHeight
'if lpWaveObject.dwBmpHeight < 3 then dwReturn = 1:GoTo result
.dwBmpWidth = stBmp.bmWidth
'if lpWaveObject.dwBmpWidth < 3 then dwReturn = 1:GoTo result
.dwWaveByteWidth = stBmp.bmWidth * &H4 '2 ^ 2 'dwBmpWidth * 4
.dwDIByteWidth = (stBmp.bmWidth + stBmp.bmWidth * 2 + 3) And (Not &H3&) '(dwBmpWidth * 3 + 3) and ~3 ' ((W * 3& + 3&) And (Not 3&))
'********************************************************************
' 创建用于渲染的位图
'********************************************************************
hdc = GetDC(hWnd)
.hDcRender = CreateCompatibleDC(hdc)
.hBmpRender = CreateCompatibleBitmap(hdc, .dwBmpWidth, .dwBmpHeight)
'MsgBox .hBmpRender
SelectObject .hDcRender, .hBmpRender
'********************************************************************
' 分配波能缓冲区
'********************************************************************
.lpWave1 = GlobalAlloc(GPTR, .dwWaveByteWidth * .dwBmpHeight)
.lpWave2 = GlobalAlloc(GPTR, .dwWaveByteWidth * .dwBmpHeight)
'********************************************************************
' 分配像素缓冲区
'********************************************************************
.lpDIBitsSource = GlobalAlloc(GPTR, .dwDIByteWidth * .dwBmpHeight)
.lpDIBitsRender = GlobalAlloc(GPTR, .dwDIByteWidth * .dwBmpHeight)
'********************************************************************
' 获取原始像素数据
'********************************************************************
'With .stBmpInfo.bmiHeader
.stBmpInfo.bmiHeader.biSize = Len(.stBmpInfo.bmiHeader) ' &H28 'len(BITMAPINFOHEADER)
.stBmpInfo.bmiHeader.biWidth = .dwBmpWidth
.stBmpInfo.bmiHeader.biHeight = -.dwBmpHeight '- .dwBmpHeight
.stBmpInfo.bmiHeader.biPlanes = 1
.stBmpInfo.bmiHeader.biBitCount = 24
.stBmpInfo.bmiHeader.biCompression = BI_RGB
.stBmpInfo.bmiHeader.biSizeImage = 0
'End With
hMDC = CreateCompatibleDC(hdc)
SelectObject hMDC, hBmp
ReleaseDC hWnd, hdc
GetDIBits hMDC, hBmp, 0, .dwBmpHeight, .lpDIBitsSource, .stBmpInfo, DIB_RGB_COLORS
GetDIBits hMDC, hBmp, 0, .dwBmpHeight, .lpDIBitsRender, .stBmpInfo, DIB_RGB_COLORS
DeleteDC hMDC
If .lpWave1 = 0 Or .lpWave2 = 0 Or .lpDIBitsSource = 0 Or .lpDIBitsRender = 0 Or .hDcRender = 0 Then
WaveFree lpWaveObject
dwReturn = 1
End If
'Debug.Print "WaveInit " & .dwFlag
SetTimer hWnd, ByVal VarPtr(lpWaveObject), dwSpeed, AddressOf WaveTimerProc
.dwFlag = .dwFlag Or F_WO_ACTIVE Or F_WO_NEED_UPDATE
'Debug.Print "WaveInit " & .dwFlag
WaveRender lpWaveObject
hdc = GetDC(.hWnd)
WaveUpdateFrame lpWaveObject, hdc, True
ReleaseDC .hWnd, hdc
End With
'********************************************************************
result:
WaveInit = dwReturn
End Function
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
' 一些特效
' 输入:dwType = 0 关闭特效
' dwType <> 0 开启特效,参数具体见上面
'>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Public Sub WaveEffect(lpWaveObject As WAVE_OBJECT, ByVal dwEffectType As WaveEffectType, ByVal dwParam1 As Long, ByVal dwParam2 As Long, ByVal dwParam3 As Long)
Dim dwMaxX As Long, dwMaxY As Long
With lpWaveObject
' Debug.Print "WaveEffect " & .dwFlag
Select Case dwEffectType
Case wClose '关闭特效
.dwFlag = .dwFlag And (Not F_WO_EFFECT)
.dwEffectType = dwEffectType
Exit Sub
'Case wrain '下雨
Case wLaunch '汽艇
.dwEff2XAdd = dwParam1
.dwEff2YAdd = dwParam1
.dwEff2X = WaveRandom(lpWaveObject, .dwBmpWidth - 2) + 1
.dwEff2Y = WaveRandom(lpWaveObject, .dwBmpHeight - 2) + 1
' .dwEffectType = dwEffectType
' .dwEffectParam1 = dwParam1
' .dwEffectParam2 = dwParam2
' .dwEffectParam3 = dwParam3
' .dwFlag = .dwFlag Or F_WO_EFFECT
'Case wWaves '风浪
'Case Else '默认
End Select
.dwEffectType = dwEffectType
.dwEffectParam1 = dwParam1
.dwEffectParam2 = dwParam2
.dwEffectParam3 = dwParam3
.dwFlag = .dwFlag Or F_WO_EFFECT
End With
End Sub
完
‘贰’ 这种动态图怎么设置,鼠标移动就有波纹的那种
这是水波纹特效,通过一定算法实现的,我有相关代码和写好的程序。
‘叁’ 手机屏幕分哪几种,哪种最好
手机屏幕不同于电脑屏幕
从材料上来分
有stn,老式液晶显示屏,俗称“伪彩”,最为省电
有tft,一般现在流行的液晶显示屏,显示效果同档次属于最好,但最为耗电
还有ufb,三星特有的屏,据说跟tft显示效果差不多,但实际要差点,但比tft要省电
从分辨率上来分,目前手机有一般的,128*128的,120*160的,有208*208的,有320*240的,有640*480的,甚至有800*352的,还有412*352的。
等级上来分,除了一些个特殊的分辨率,320*240,我们一般称之为qvga级别,640*480称为vga级别,手机上的800*352的,一般习惯称之为wvga,虽然不是真正的wvga。
从发色数上来看,有256色,4096色,但这2种均已淘汰,65535色的也濒临淘汰。现在的主流是26万色,高端机一般都是1600w色
据我所知,目前手机屏幕就这几个分辨率了和这几个等级了
‘肆’ 电脑玩大型单机游戏出水波纹是显卡的问题还是求高手
1显卡驱动,首先确定的是你电源没问题,900W 不是电压问题。然后付现率100%不是电磁干扰的问题。显示器别的游戏没问题不是硬件问题。
然后现在就是显卡和显示器的传输线问题了。线不好可能会有波温。
然后就是显卡驱动,这个很重要。如果驱动不对,跟不上游戏的引擎算法,会出现问题,你高配置后的效果算法和低配置不一样的。所以换更新驱动看看如果还不行,那就不要玩有问题的游戏了。。。如果很多游戏都这样 找电脑店检查时最好的解决办法。
‘伍’ 液晶显示器玩游戏有水波纹
液晶显示器和传统的CRT显示器,分辨率都是重要的参数之一。传统CRT显示器所支持的分辨率较有弹性,而液晶的像素间距已经固定,所以支持的显示模式不像CRT那么多。液晶的最佳分辨率,也叫最大分辨率,在该分辨率下,液晶显示器才能显现最佳影像。
目前15英寸液晶的最佳分辨率为1024×768,17~19英寸的最佳分辨率通常为1280×1024,更大尺寸拥有更大的最佳分辨率。
液晶显示器呈现分辨率较低的显示模式时,有两种方式进行显示。第一种为居中显示:例如在XGA 1024×768的屏幕上显示SVGA 800×600的画面时,只有屏幕居中的800×600个像素被呈现出来,其它没有被呈现出来的像素则维持黑暗。目前该方法较少采用。另一种称为扩展显示:在显示低于最佳分辨率的画面时,各像素点通过差动算法扩充到相邻像素点显示,从而使整个画面被充满。这样也使画面失去原来的清晰度和真实的色彩。