2011年8月12日

page8 Automatic culling

摘要: page8Automatic cullingjMonkeyEngine3 automatically culls geometries that are not in the view of the cameraJME3的自动剔除几何体是在相机不可视时a camera viewing the scene 相机观察场景时all geometries are visible to the camera, none are culled所有相机可见的几何体,都没有被剔除the camera has been moved and now only the house is in its view fr 阅读全文

posted @ 2011-08-12 11:17 苏桓(osbert) 阅读(147) 评论(0) 推荐(0) 编辑

page7 Culling 剔除

摘要: page7Culling 剔除hiding spatials and nodesWhat is Culling?1:Culling means that a geometry is not rendered by the graphics card(Culling意味着几何体不是被图片渲染的)2:The geometry is still processed as part of the scene graph but all rendering-related operations are suspended(被操作的几何体仍然做为场景的一部分,但所有的渲染相关操作是被停止的)3:A spa 阅读全文

posted @ 2011-08-12 11:14 苏桓(osbert) 阅读(183) 评论(0) 推荐(0) 编辑

page6 Organizing with Node 组织与节点

摘要: page6Organizing with Node组织与节点using nodes to organize the scene graph 利用节点组织场景图the root node in a normal scene 在一个正常场景中的跟节点like any node it can have other spatials, e.g. nodes as children像任何节点都能有其他空间体一样,也有子节点these nodes in turn can have other nodes and spatials as children as well反言之任何节点也可以有其他节点以及空间 阅读全文

posted @ 2011-08-12 11:11 苏桓(osbert) 阅读(164) 评论(0) 推荐(0) 编辑

page5 Node

摘要: page5Node(理解起来像是xml,也幸亏如此,才能让编程变得简单点)parents and children这种标题应该是重点What are nodes?1:A node is a spatial that can have other spatials as children(节点是空间体,能够作为其他空间的子)2:The children of the node are moved and rotated relative to their parent node(子节点相对于其父节点上移动和旋转,我经过程序测试,貌似相对于父节点的移动旋转也是适用左手定则的)3:The scene 阅读全文

posted @ 2011-08-12 11:02 苏桓(osbert) 阅读(188) 评论(0) 推荐(0) 编辑

page4 Geometry几何

摘要: page4Geometry几何visible objects in the scene graph场景中显示对象What is a Geometry?1:A geometry is the type of spatial that is actually visible on the screen (Geometry几何是spatial空间的一种类型,可以实际显示可见)2:A geometry has a mesh to define its form and a material to define the appearace(几何体有网格 mesh来定义它的材质和外观)geometry.s 阅读全文

posted @ 2011-08-12 10:50 苏桓(osbert) 阅读(197) 评论(0) 推荐(0) 编辑

page3 Three Dimensions(三维) 1:The loca

摘要: page3Three Dimensions(三维)1:The locations in the scene graph are defined using X, Y and Z coordinates(场景图中位置定义用XYZ)2:Y is upwards, X is right and Z is towards you(比较适合左手定则,手心对着自己就是z轴,大拇指是y轴,四指指向x轴)a spatial with a zero location and rotation(一个空间有0点坐标和旋转)you can move the spatial using e.g.spatial.move 阅读全文

posted @ 2011-08-12 10:38 苏桓(osbert) 阅读(302) 评论(1) 推荐(0) 编辑

page2 objects in a virtual space虚拟空间

摘要: page2objects in a virtual space虚拟空间中的对象体Graph1:The scene graph is the virtual space that your game happens in(场景图出现在游戏的虚拟空间中)2:The objects in the scene graph are called "spatials"(场景图中的对象被称为“空间”,注意这里是个名词,java中一定有它的对象,并且是个基类)3:Spatials have a translation (location), a rotation and s scale ( 阅读全文

posted @ 2011-08-12 10:35 苏桓(osbert) 阅读(219) 评论(0) 推荐(0) 编辑

JME的学习笔记,从自己的qq空间搬过来

摘要: 3D Scene Graph for me(个人学习3d场景)page1什么是我将学习的1:什么是scene graph(场景)和什么是spatial(空间)2:什么是geometry(几何),如何定义他的外观3:什么是node(节点)和它的parent-child(父子关系)4:如何组织场景图直观和逻辑的使用节点5:怎样隐藏单体空间或整体场景的组成部分原文来自http://jmonkeyengine.org/wiki/doku.php/jme3:scenegraph_for_dummies 阅读全文

posted @ 2011-08-12 10:34 苏桓(osbert) 阅读(308) 评论(0) 推荐(0) 编辑

jdon的设计模式详细解读

摘要: http://www.jdon.com/designpatterns/index.htm 阅读全文

posted @ 2011-08-12 10:32 苏桓(osbert) 阅读(113) 评论(0) 推荐(0) 编辑

刚来报个到

摘要: 呵呵 阅读全文

posted @ 2011-08-12 10:26 苏桓(osbert) 阅读(114) 评论(0) 推荐(0) 编辑

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