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) | 3587 | 0 | 0 | 2011-12-18 | |
Skeletal Animation(骨骼动画) | 1672 | 0 | 0 | 2011-12-16 | |
Dual Quaternion skinning in Maya | 2935 | 0 | 0 | 2011-11-22 | |
Skeletal Model and Skinning Animation | 1484 | 0 | 0 | 2011-11-20 | |
Geometry Skinning / Blending and Vertex Lighting | 2171 | 0 | 0 | 2011-11-20 | |
【推荐】 GL EXT framebuffer multisample | 2366 | 0 | 0 | 2011-10-25 | |
【GLSL教程】(一)图形流水线 | 1339 | 0 | 0 | 2011-10-22 | |
卡通渲染 光照 glsl | 4089 | 0 | 0 | 2011-10-22 | |
OpenGL Frame Buffer Object (FBO) | 5599 | 0 | 0 | 2011-10-20 | |
PBuffer及RenderToTexture | 3463 | 0 | 0 | 2011-10-19 | |
DirectX9 vs DirectX10——GPU架构的变化_ | 5056 | 0 | 0 | 2011-09-05 | |
cbuffer和tbuffer | 5104 | 0 | 0 | 2011-09-02 | |
浅析DirectX 10技术优势 | 1227 | 0 | 0 | 2011-09-02 | |
博客已升级,请注意变更地址 | 817 | 0 | 0 | 2011-07-30 | |
三星恢复出厂设置*2767*3855# | 7117 | 0 | 0 | 2011-05-26 | |
Vertex Array Object | 1715 | 0 | 0 | 2011-03-08 |