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posted @ 2014-11-17 20:13 wubugui 阅读(1) 评论(0) 推荐(0) 编辑
摘要: PDB Files: What Every Developer Must Knowhttp://www.wintellect.com/CS/blogs/jrobbins/archive/2009/05/11/pdb-files-what-every-developer-must-know.aspxP... 阅读全文
posted @ 2014-11-17 20:05 wubugui 阅读(190) 评论(0) 推荐(0) 编辑
摘要: Passing Data to the Vertex ShaderVertex AttributesAt the start of the OpenGL pipeline,we use the in keyword to bring inputs into the vertex shader.Bet... 阅读全文
posted @ 2014-08-19 23:23 wubugui 阅读(314) 评论(0) 推荐(0) 编辑
摘要: This shows you how to create the main window with the book’s application framework and how to render simple graphics into it.In shaders,we use #versio... 阅读全文
posted @ 2014-08-12 16:37 wubugui 阅读(394) 评论(0) 推荐(0) 编辑
摘要: OpenGL and Graphics PipelineThe word pipeline is from production lines in factories.Generating a product at high efficiency and volume generally requi... 阅读全文
posted @ 2014-08-04 12:00 wubugui 阅读(337) 评论(0) 推荐(0) 编辑
摘要: The first three generations of the Unreal Engine included a sandboxed scripting language, UnrealScript, which provided a simple interface for gameplay... 阅读全文
posted @ 2014-06-04 13:20 wubugui 阅读(315) 评论(0) 推荐(0) 编辑
摘要: 创建win32项目而不要创建空项目,否则会出现文件包含问题。 阅读全文
posted @ 2014-05-25 21:55 wubugui 阅读(184) 评论(0) 推荐(0) 编辑
摘要: 假定向量P绕单位向量A旋转角度θ,得到新的向量P',则:P'=P * cosθ + (A×P)sinθ +A(A·P)(1 - cosθ)其中A为单位向量,旋转角度θ为逆时针方向旋转的角度。假定向量P的坐标为(px,py,pz),向量A的坐标为(ax,by,cz)且:A×P=(ay * pz- az... 阅读全文
posted @ 2014-05-17 22:37 wubugui 阅读(5389) 评论(0) 推荐(0) 编辑
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posted @ 2014-04-12 15:43 wubugui 阅读(127) 评论(0) 推荐(0) 编辑
摘要: 坐标:Unity3DX - left, rightY - up, downZ - forwards, backwardsUnreal Engine4X - forwards, backwardsY - left, rightZ - up, downUE4 also referrers to the ... 阅读全文
posted @ 2014-04-12 13:36 wubugui 阅读(2840) 评论(0) 推荐(0) 编辑