自定义博客皮肤VIP专享

*博客头图:

格式为PNG、JPG,宽度*高度大于1920*100像素,不超过2MB,主视觉建议放在右侧,请参照线上博客头图

请上传大于1920*100像素的图片!

博客底图:

图片格式为PNG、JPG,不超过1MB,可上下左右平铺至整个背景

栏目图:

图片格式为PNG、JPG,图片宽度*高度为300*38像素,不超过0.5MB

主标题颜色:

RGB颜色,例如:#AFAFAF

Hover:

RGB颜色,例如:#AFAFAF

副标题颜色:

RGB颜色,例如:#AFAFAF

自定义博客皮肤

-+
  • 博客(8)
  • 资源 (3)
  • 收藏
  • 关注

转载 使用github

1.Fork a example  repo(https://help.github.com/articles/fork-a-repo/)Forking a repository is a simple two-step process. We've created a repository for you to practice with!On GitHub, navigate to t...

2018-10-31 23:13:25 286

转载 Windows Data Types

https://docs.microsoft.com/zh-cn/windows/desktop/WinProg/windows-data-typesAPIENTRY The calling convention for system functions. This type is declared in WinDef.h as follows:#define APIENTRY W...

2018-10-30 00:26:29 257

转载 Unity 3dsmax FBX导入导出

3dsmax 中重置轴x90y0z0,y-up导出https://forum.unity.com/threads/how-to-get-the-xyz-axis-right-3ds-max-unity.10343/

2018-10-28 21:10:12 2330

转载 UE体积光Volumetric Lights in Unreal Engine 4.16

https://evermotion.org/tutorials/show/10663/volumetric-lights-in-unreal-engine-4-16https://www.youtube.com/watch?v=9tkPIGXJEGgOpen Epic Launcher (it's plish version here) and choose "Library" on...

2018-10-27 22:12:37 2094

转载 三角形几种坐标

1. 重心坐标Barycentric coordinate三角形内任一点用三角形顶点表示(三顶点分别为(1,0,0)(0,1,0)(0,0,1))https://en.wikipedia.org/wiki/Barycentric_coordinate_system2.三线坐标Trilinear coordinates三角形内任一点到三条边的额垂直距离比值https://en.wikip...

2018-10-27 00:05:13 3048

转载 How to render some material over every thing else(standard)/Transparent Surface shader

1. https://answers.unity.com/questions/1011229/how-to-render-some-material-over-every-thing-else.html标准材质ZWrite 下添加ZTest Always2.https://forum.unity.com/threads/transparency-with-standard-surface-...

2018-10-26 18:13:33 126

转载 What is a bare git repository?

http://www.saintsjd.com/2011/01/what-is-a-bare-git-repository/

2018-10-22 16:13:32 340

转载 Unity 着色器训练营(2) - MVP转换和法线贴图

https://mp.weixin.qq.com/s/Qf4qT15s9bWjbVGh7H32lw我们刚刚公布了Unity 2018.1中,Unity将会内置可视化编程工具Shader Graph,很多开发者留言给小编是否以后构建着色器编码就可以下岗了。实际上Unity希望开发能够越来越大众化,减轻技术上的壁垒,Shader Graph虽然能够更加轻松的构建着色器,但实际上开发者都应该掌握着色...

2018-10-13 16:55:02 464

gps差分定位基本原理详解

gps差分定位基本原理详解ppt课件

2021-09-03

Computer Networking A Top-Down Approach, Global.pdf

Computer Networking A Top-Down Approach, Global 高清,国际版

2019-07-20

空空如也

TA创建的收藏夹 TA关注的收藏夹

TA关注的人

提示
确定要删除当前文章?
取消 删除