搜索资源列表
PARTICLE2
- 一个OPENGL做的数字屏幕,丛中你可以知道了粒子系统可以做很多东西-an OpenGL screen do the figures, you can see a pair of the particle system can do many things
Triangle
- 这是OpenGL编程的一个简单的例子,主要演示怎样使用颜色及绘制几何图形及物体的最基本的函数,更多的函数你可以在网上或有关书中查到。-This is the OpenGL Programming a simple example. demonstration of how to use the main color and drawing geometric figures and objects in the most basic function, The more you can func
light
- openGL的3D光照和阴影实现示例,以3D人物为例。-openGL for 3D light and shadow sample implementation to 3D figures as an example.
PerlOpenGL03-SomeBrushes
- Perl code for drawing various 3d figures with various settings using OpenGL binding
Editor3D-final-20061231-1825
- editor 3d=> in which you might have distinct figures, that could be made bigger, smaller...it is like a 3d paint
MD2File
- 使用opengl中绘制地形,人物,并且人物可根据按键进行动作变换-Use opengl to draw the terrain, characters and action figures to change according to key
Text3D
- 利用基于OPENGL的C++编码,实现三维纹理绘制:数字的三维纹理-OPENGL-based coding of C++ to achieve three-dimensional texture mapping: three-dimensional texture figures
lashenxianshi
- 将3D模型进行拉伸显示,方便分析。依据来自自己填写的数字-3D model of the stretch display for easy analysis. To fill out according to figures from the
subwindow
- opengl, subwindow的简单操作,建立2个分窗口 分别显示 不同内容-opengl, the operation of subwindow, create 2 different sub windows, and display different figures.
di-tu-pengzhuang
- 这是地图和人物之间的碰撞,是我以前的笔记现在给同学们分享下-This is the collision between the maps and figures, my notes to share with students
lashenxianshi
- 将3D模型进行拉伸显示,方便分析。依据来自自己填写的数字-3D model of the stretch display for easy analysis. To fill out according to figures from the
3D-Terrain
- OpenGL示例程序,包括一个3D的地形及天空盒,其中有人物。-OpenGL sample program, including a 3D terrain and sky boxes, which figures.
example
- 测试.ply文件的可用性,便于数据的处理学习。(Using this to test the ply file.It will be convient for user to learn processing figures.)
旋转吧,球球
- 图形编程,最终实现的效果就是简单几何图形的旋转和平移操作(the program is for some figures)
RayTrace-master
- 提到Computer Graphics,众所周知的是如OpenGL、Direct3D这样非常流行的光栅化渲染器。事实上,这些大部分应用于游戏制作的API主要为实时渲染(Real-time Rendering)而设置,而它们所采用的光栅化(Rasterization)的渲染方式,通过渲染大量的三角形(或者其他的几何图元种类(Primitive types)),是与本文介绍的光线跟踪相对的一种渲染方式。这种基于光栅化的渲染系统,往往只支持局部照明(Local Illumination)。局部照明在渲
