标题 | 阅读 | 评论 | 转发 | 发布日期 | |
---|---|---|---|---|---|
关键帧系统的实现(Hermite位置插值+Squad四元数空间的朝向插值) | 3506 | 0 | 0 | 2011-12-18 | |
Skeletal Animation(骨骼动画) | 1647 | 0 | 0 | 2011-12-16 | |
Dual Quaternion skinning in Maya | 2923 | 0 | 0 | 2011-11-22 | |
Skeletal Model and Skinning Animation | 1464 | 0 | 0 | 2011-11-20 | |
Geometry Skinning / Blending and Vertex Lighting | 2159 | 0 | 0 | 2011-11-20 | |
【推荐】 GL EXT framebuffer multisample | 2345 | 0 | 0 | 2011-10-25 | |
【GLSL教程】(一)图形流水线 | 1320 | 0 | 0 | 2011-10-22 | |
卡通渲染 光照 glsl | 4069 | 0 | 0 | 2011-10-22 | |
OpenGL Frame Buffer Object (FBO) | 5561 | 0 | 0 | 2011-10-20 | |
PBuffer及RenderToTexture | 3425 | 0 | 0 | 2011-10-19 | |
DirectX9 vs DirectX10——GPU架构的变化_ | 5028 | 0 | 0 | 2011-09-05 | |
cbuffer和tbuffer | 5061 | 0 | 0 | 2011-09-02 | |
浅析DirectX 10技术优势 | 1211 | 0 | 0 | 2011-09-02 | |
博客已升级,请注意变更地址 | 801 | 0 | 0 | 2011-07-30 | |
三星恢复出厂设置*2767*3855# | 7097 | 0 | 0 | 2011-05-26 | |
Vertex Array Object | 1700 | 0 | 0 | 2011-03-08 |