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摘要: Author : http://www.cnblogs.com/open-coder/p/3982999.html During the last few months, I have been working on the Graphics and shader optimization work. Good FPS is the balance between art and techno... 阅读全文
posted @ 2014-09-20 10:09 opencoder 阅读(322) 评论(0) 推荐(0) 编辑
摘要: Author: http://www.cnblogs.com/open-coder/p/3898224.html Get Start This is short tutorial about how to do frame capture with Nvidia PrefHUD. You could find a detail tutorial from here. Before f... 阅读全文
posted @ 2014-08-07 22:36 opencoder 阅读(686) 评论(0) 推荐(0) 编辑
摘要: Author: http://www.cnblogs.com/open-coder/p/3898159.html The light mapping effects between PC and Mobile become very incosistant just as following: Wi... 阅读全文
posted @ 2014-08-07 22:06 opencoder 阅读(777) 评论(0) 推荐(0) 编辑
摘要: Author: http://www.cnblogs.com/open-coder/p/3763170.html With some external tools, we could crack a Java program without any difficult. For some big Java program that obfuscates it’s byte code, we co... 阅读全文
posted @ 2014-06-01 11:04 opencoder 阅读(1319) 评论(0) 推荐(0) 编辑
摘要: Here are some OpenGL samples with advance features. NeHe OpenGL tutorial focus on the OpenGL fixed pipeline, but those samples are foucs on the programmable renderering pipeline, OpenGL shader languag... 阅读全文
posted @ 2013-11-30 11:37 opencoder 阅读(793) 评论(0) 推荐(0) 编辑
摘要: This sample was presented on the Nvida witesite, which detail a new idea to calculate the ambient occlusion and indirect lighting for dynamic objects under real time mode while still keep a good perfo... 阅读全文
posted @ 2013-11-24 18:10 opencoder 阅读(483) 评论(0) 推荐(0) 编辑
摘要: Deferred lighting separate lighting from rendering and make lighting a completely image-space technique. This is very different from the forward rendering. At first as the limitation of the hardware, ... 阅读全文
posted @ 2013-10-05 01:22 opencoder 阅读(707) 评论(0) 推荐(0) 编辑
摘要: Here are something that need to take care of when you work with Unity3D: 1) It seems Unity3D could could work better with Maya than 3D Max. Expecially when you do normal mapping, mirror models; (mat... 阅读全文
posted @ 2013-09-08 22:50 opencoder 阅读(296) 评论(0) 推荐(0) 编辑
摘要: DirectX11 or 10 made a big change comparing to DirectX9The fixed-function pipeline was removed in DirectX10, and totally replaced by programmable shaders. Comparing to DirectX10, DirectX11 add some new features:General-purpose computing on the GPU(DirectCompute)True mult-threaded renderingNew hardwa 阅读全文
posted @ 2013-08-26 22:39 opencoder 阅读(365) 评论(0) 推荐(0) 编辑
摘要: I have been using Unity3D to make game for half one year. I began to lean Unity3D with some books, online articles, forums, documents and Google. However although there are many helps, but for some pr... 阅读全文
posted @ 2013-06-22 12:36 opencoder 阅读(438) 评论(0) 推荐(0) 编辑
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