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原创 OpenGL ES之着色器语言的内建函数
角度转换与三角函数 getType radians(genType degrees) 将角度转换为弧度 Result=(π/180)*degrees getType degrees(genType radians) 将弧度转化为角度 result=(180/π)*radians genType sin(genT
2015-12-09 13:13:21 770
原创 cocos2d-x着色器基础之类似水纹效果的实现
近期在准备新的书稿,涉及到了着色器的基础部分,所以在此特地记录一个简单案例的实现——类似水纹效果。 准备工作:1>用3DMax做一个多顶点的长方体,需要更改顶点数。(长度分段及宽度分段等) 2>随便找一张纹理图。 由于cocos2d-x底层是封装的OpenGL ES,所以如果有基础的话,只需要将OpenGL ES的套路在cocos2d-x中套即可,只是将变量名换了一下
2015-12-08 00:27:50 1447
转载 Pythagoras On Dot and Cross Products
The dot and cross products are often introduced via trigonometric functions and/or matrix operations, but they also arise quite naturally from consideration of Pythagoras' theorem. Given two points
2015-12-05 18:39:51 154
转载 OpenGL Projection Matrix
OpenGL Projection Matrix Related Topics: OpenGL Transformation OverviewPerspective ProjectionOrthographic Projection Updates: The MathML version is available here. Overview A computer m
2015-12-05 18:38:58 389
转载 Tutorial 3 : Matrices
Tutorial 3 : Matrices The engines don’t move the ship at all. The ship stays where it is and the engines move the universe around it. Futurama This is the single most important tutorial o
2015-12-05 18:34:45 777
转载 Cameras on OpenGL ES 2.x - The ModelViewProjection Matrix
Hello my friends! In this article I'll talk about a very very important part of the 3D world. As you already know, this world behind of our devices' screen is just an attempt to recreate the beauty
2015-12-05 18:32:02 689
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