标题 | 阅读 | 评论 | 转发 | 发布日期 | |
---|---|---|---|---|---|
Dual Quaternion skinning in Maya | 2905 | 0 | 0 | 2011-11-22 | |
Skeletal Model and Skinning Animation | 1292 | 0 | 0 | 2011-11-20 | |
Geometry Skinning / Blending and Vertex Lighting | 2119 | 0 | 0 | 2011-11-20 | |
【推荐】 GL EXT framebuffer multisample | 2319 | 0 | 0 | 2011-10-25 | |
【GLSL教程】(一)图形流水线 | 1300 | 0 | 0 | 2011-10-22 | |
卡通渲染 光照 glsl | 4046 | 0 | 0 | 2011-10-22 | |
OpenGL Frame Buffer Object (FBO) | 5529 | 0 | 0 | 2011-10-20 | |
PBuffer及RenderToTexture | 3273 | 0 | 0 | 2011-10-19 | |
DirectX9 vs DirectX10——GPU架构的变化_ | 4961 | 0 | 0 | 2011-09-05 | |
cbuffer和tbuffer | 5035 | 0 | 0 | 2011-09-02 | |
浅析DirectX 10技术优势 | 1192 | 0 | 0 | 2011-09-02 | |
Vertex Array Object | 1682 | 0 | 0 | 2011-03-08 | |
opengl游戏设置 | 4447 | 1 | 0 | 2010-11-24 | |
gdb 使用 howto | 1355 | 1 | 0 | 2010-10-29 | |
使用模板缓冲 | 945 | 0 | 0 | 2010-10-25 | |
纹理映射mipmap | 1065 | 0 | 0 | 2009-09-04 | |
乘法中点乘和叉乘有什么区别 | 2744 | 0 | 0 | 2009-09-03 | |
介绍顶点着色器和像素着色器 | 2683 | 1 | 0 | 2009-09-03 | |
Shader——数据传递 | 3068 | 1 | 0 | 2009-09-02 | |
固定渲染管线与可编程渲染管线 | 1460 | 0 | 0 | 2009-09-01 |