![](https://img-blog.csdnimg.cn/20201014180756922.png?x-oss-process=image/resize,m_fixed,h_64,w_64)
XNA
文章平均质量分 73
tanmengwen
这个作者很懒,什么都没留下…
展开
-
XNA--3D Coordinate Systems and Projections
The XNA Framework works, by default, in a right-handed coordinate system (which, it’s worth noting, is different from DirectX’s default). This means that negative values for the z axis are visible,原创 2012-04-11 10:07:02 · 998 阅读 · 0 评论 -
Learning Modern 3D Graphics Programming
About this BookWhy Read This Book?What You NeedOrganization of This BookConventions used in This BookBuilding the TutorialsI. The BasicsIntroduction1. Hello, Triangle!2. Playing with ColorsII.翻译 2013-07-11 16:55:48 · 1494 阅读 · 0 评论 -
[3D基础]理解计算机3D图形学中的坐标系变换
http://www.cnblogs.com/shanhaobo/articles/1065380.html转载 2013-06-11 15:25:47 · 1116 阅读 · 0 评论 -
十大OpenGL教程
1.http://nehe.gamedev.net/这个是我觉得全世界最着名的OpenGL教程,并且有网友将其中48个教程翻译成了中文http://www.owlei.com/DancingWind/。Nehe教程最大的特 是提供了针对差别平台、差别编译器、差别言语的种种版本。你不消考虑本人用的是Linux/Windows、VC/BC、C++/Java/C#/VB,以致D言语,你都能找到对应的转载 2013-06-10 21:29:10 · 1070 阅读 · 1 评论 -
XNA 3.1 TO XNA 4.0 Conversion Cheat Sheet
These code snippets were created from comparing the XNA 3.1 creator’s club educational samples to the newer XNA 4.0 samples. However do not consider this page as a tutorial, it is a list of examples t翻译 2013-05-13 15:38:59 · 1054 阅读 · 0 评论 -
XNA How To: Draw a Model with a Custom Effect
Drawing a Model With a Custom EffectWhen you load a Model, the model is set by default to use the BasicEffect. You can change this by customizing the content pipeline, or you can apply a newEf翻译 2013-05-19 13:01:25 · 901 阅读 · 0 评论 -
Taking a screenshot in XNA 4.0
由于XNA4.0和3.0 3.1很多不一样,保存屏幕的方法也不尽一样;下面的方法可以在4.0下进行截屏并保存。public void ScreenShot(string prefix) {#if WINDOWS int w = GraphicsDevice.PresentationParameters.BackBufferWidth;原创 2013-01-15 22:45:04 · 942 阅读 · 0 评论 -
xna中的截屏操作处理
public void SaveScreenshot() { // Find a free name int number = 0; string filename = String.Format("screenshot{0:00}.png", number); while (Syste转载 2013-01-15 22:11:47 · 665 阅读 · 0 评论 -
Matrix structure in XNA
The Matrix structure in XNA is a 4x4 matrix, which looks something like this:P1x P1y P1z w1 P2x P2y P2z w2 P3x P3y P3z w3 vx vy vz w4 While the 16 element原创 2012-06-02 17:04:24 · 880 阅读 · 0 评论 -
旋转:矩阵,四元数和欧拉角向量
3D引擎中最常见坐标变换是旋转。有几种方式可以实现旋转:矩阵,四元数和角度向量(角度或弧度)。最精确和限制最小的方式是将他们存储在矩阵中。矩阵是一个数学概念,它是一个以行和列形式组织的矩形数学块。当这些数字以正确的顺序与另一个矩阵或数字或引擎中最常见的点进行计算时,就可以改变对应的值。例如,一个变换矩阵只是将一个点移动到三维空间,这很简单。其他更为复杂的矩阵,比如旋转矩阵可以通过将一个点的坐标转载 2012-06-03 11:19:30 · 2331 阅读 · 1 评论 -
XNA--Object Transformation
A transformation is stored in a matrix (which is a 4 × 4 matrix of floats). The transformation thatstores the position and orientation of an object in your game is called theWorld matrix, as it de原创 2012-04-20 15:10:11 · 778 阅读 · 0 评论 -
Displaying RGB/depth images in XNA using C#
Try this function. Remember to compile with /unsafe. byte[] bmpBytes; Texture2D background; private unsafe Texture2D GetDepthTextureMy() { this.depth.GetMetaD原创 2012-04-17 22:42:39 · 756 阅读 · 0 评论 -
XNA--Skeletal Animation
When you need to animate a character (running, jumping, falling, and so on), the animation process becomes more complex. This is because you’llneed to modify the character’s mesh, called skinning. T原创 2012-04-25 10:27:51 · 1346 阅读 · 0 评论 -
XNA--Rendering Pipeline, Shaders, and Effects
The rendering pipeline is responsible for rendering a 3D scene into a 2D image, which can then be drawn on the screen. You can use shaders to program some stages of the rendering pipeline, and use e原创 2012-04-13 13:02:17 · 804 阅读 · 0 评论 -
XNA--camera, lights and effects
XNA makes it simple to deal with a camera, lights, and special effects, but you do need to know the basics about these to create even a simple 3D game. After all, without a camera and lights, how can原创 2012-04-11 18:29:07 · 648 阅读 · 0 评论 -
XNA Sample--Drawing the 3D Axis
The steps for creating and rendering 3D objects in XNA can be summarized as follows:1. Define the vertex type you’ll use (position plus color, texture, and so on).2. Create an array of vertices an原创 2012-04-12 09:40:28 · 725 阅读 · 0 评论 -
XNA-SpriteBatch.Draw()的重载方法
SpriteBatch的Draw函数有七个重载方式,这七个重载方式可以让简单的2D效果很容易实现.1.SpriteBatch.Draw(Texture2D,Vector2,Color)第一个参数很显然就是2D纹理了,第二个参数是一个2维向量,这里也就是一对Float的数,用于指定纹理的坐标,第三个参数也就是颜色遮罩,一张图换了颜色遮罩就会产生不同颜色的效果。2.SpriteBatc转载 2012-04-10 17:35:57 · 1553 阅读 · 0 评论 -
XNA Development.com
http://www.xnadevelopment.com/index.shtml转载 2013-06-28 22:22:00 · 710 阅读 · 0 评论