文件名称:OgrePMFC
介绍说明--下载内容均来自于网络,请自行研究使用
Ogre MFC相结合 实现多窗口显示,是一个比较好的例子.-Ogre MFC相结合 实现多窗口显示
(系统自动生成,下载前可以参看下载内容)
下载文件列表
bin
...\BaseSupporter.dll
...\cg.dll
...\media
...\.....\DeferredShadingMedia
...\.....\....................\COPYING
...\.....\....................\deferreddemo.material
...\.....\....................\DeferredShading
...\.....\....................\...............\post
...\.....\....................\...............\....\Ambient_ps.cg
...\.....\....................\...............\....\LightMaterial_ps.cg
...\.....\....................\...............\....\LightMaterial_vs.cg
...\.....\....................\...............\....\ShowColour_ps.cg
...\.....\....................\...............\....\ShowDS_ps.cg
...\.....\....................\...............\....\ShowNormal_ps.cg
...\.....\....................\...............\....\vs.cg
...\.....\....................\deferred_post.material
...\.....\....................\deferred_post.program
...\.....\....................\deferred_post_minilight.material
...\.....\....................\ShadowCaster.cg
...\.....\....................\ShadowCaster.material
...\.....\....................\ShadowCaster.program
...\.....\....................\ssao.cg
...\.....\....................\ssao.material
...\.....\fonts
...\.....\.....\bluebold.ttf
...\.....\.....\bluecond.ttf
...\.....\.....\bluehigh.ttf
...\.....\.....\bluehighway-10.font
...\.....\.....\bluehighway-12.font
...\.....\.....\bluehighway-8.font
...\.....\.....\read_me.html
...\.....\.....\sample.fontdef
...\.....\.....\solo5.ttf
...\.....\materials
...\.....\.........\programs
...\.....\.........\........\AmbientOneTexture.glsl
...\.....\.........\........\ASCIIFP.cg
...\.....\.........\........\Bloom2_ps20.glsl
...\.....\.........\........\Bloom2_ps20.hlsl
...\.....\.........\........\Bloom_ps20.hlsl
...\.....\.........\........\Bloom_vs11.hlsl
...\.....\.........\........\Blur0_ps20.hlsl
...\.....\.........\........\Blur0_vs.glsl
...\.....\.........\........\Blur0_vs11.hlsl
...\.....\.........\........\Blur1_ps20.hlsl
...\.....\.........\........\Blur1_vs.glsl
...\.....\.........\........\Blur1_vs11.hlsl
...\.....\.........\........\BlurH_ps20.glsl
...\.....\.........\........\BlurH_ps20.hlsl
...\.....\.........\........\BlurV_ps20.glsl
...\.....\.........\........\BlurV_ps20.hlsl
...\.....\.........\........\Blur_ps.glsl
...\.....\.........\........\Blur_vs.glsl
...\.....\.........\........\Blur_vs11.hlsl
...\.....\.........\........\BrightBloom2_ps20.glsl
...\.....\.........\........\BrightBloom2_ps20.hlsl
...\.....\.........\........\Combine_fp.cg
...\.....\.........\........\Common.cg
...\.....\.........\........\crowdVp.glsl
...\.....\.........\........\DepthShadowmap.hlsl
...\.....\.........\........\DepthShadowmapCasterFp.glsl
...\.....\.........\........\DepthShadowmapCasterVp.glsl
...\.....\.........\........\DepthShadowmapNormalMapReceiverFp.glsl
...\.....\.........\........\DepthShadowmapNormalMapReceiverVp.glsl
...\.....\.........\........\DepthShadowmapReceiverFp.glsl
...\.....\.........\........\DepthShadowmapReceiverVp.glsl
...\.....\.........\........\depthshadowobject.cg
...\.....\.........\........\DitherFP.cg
...\.....\.........\........\DOF_ps.cg
...\.....\.........\........\Example_Basic.cg
...\.....\.........\........\Example_Basic.hlsl
...\.....\.........\........\Example_BumpMapping.cg
...\.....\.........\........\Example_CelShading.cg
...\.....\.........\........\Example_Fresnel.cg
...\.....\.........\........\Example_FresnelPS.asm
...\.....\.........\........\Example_Projection.cg
...\.....\.........\........\GlassFP.cg
...\.....\.........\........\Grass.cg
...\.....\.........\........\GrayScale.cg
...\.....\.........\........\HalftoneFP.cg
...\.....\.........\........\hdr.cg
...\.....\.........\........\hdr.hlsl
...\.....\.........\........\hdrutils.hlsl
...\.....\.........\........\hdr_bloom.glsl
...\.....\.........\........\hdr_downscale2x2luminence.glsl
...\.....\.........\........\hdr_downscale3x3.glsl
...\.....\.........\........\hdr_downscale3x3brightpass.glsl
...\.....\.........\........\hdr_finalToneMapping.glsl
...\.....\.........\........\hdr_tonemap_util.glsl
...\.....\.........\........\Hea
...\BaseSupporter.dll
...\cg.dll
...\media
...\.....\DeferredShadingMedia
...\.....\....................\COPYING
...\.....\....................\deferreddemo.material
...\.....\....................\DeferredShading
...\.....\....................\...............\post
...\.....\....................\...............\....\Ambient_ps.cg
...\.....\....................\...............\....\LightMaterial_ps.cg
...\.....\....................\...............\....\LightMaterial_vs.cg
...\.....\....................\...............\....\ShowColour_ps.cg
...\.....\....................\...............\....\ShowDS_ps.cg
...\.....\....................\...............\....\ShowNormal_ps.cg
...\.....\....................\...............\....\vs.cg
...\.....\....................\deferred_post.material
...\.....\....................\deferred_post.program
...\.....\....................\deferred_post_minilight.material
...\.....\....................\ShadowCaster.cg
...\.....\....................\ShadowCaster.material
...\.....\....................\ShadowCaster.program
...\.....\....................\ssao.cg
...\.....\....................\ssao.material
...\.....\fonts
...\.....\.....\bluebold.ttf
...\.....\.....\bluecond.ttf
...\.....\.....\bluehigh.ttf
...\.....\.....\bluehighway-10.font
...\.....\.....\bluehighway-12.font
...\.....\.....\bluehighway-8.font
...\.....\.....\read_me.html
...\.....\.....\sample.fontdef
...\.....\.....\solo5.ttf
...\.....\materials
...\.....\.........\programs
...\.....\.........\........\AmbientOneTexture.glsl
...\.....\.........\........\ASCIIFP.cg
...\.....\.........\........\Bloom2_ps20.glsl
...\.....\.........\........\Bloom2_ps20.hlsl
...\.....\.........\........\Bloom_ps20.hlsl
...\.....\.........\........\Bloom_vs11.hlsl
...\.....\.........\........\Blur0_ps20.hlsl
...\.....\.........\........\Blur0_vs.glsl
...\.....\.........\........\Blur0_vs11.hlsl
...\.....\.........\........\Blur1_ps20.hlsl
...\.....\.........\........\Blur1_vs.glsl
...\.....\.........\........\Blur1_vs11.hlsl
...\.....\.........\........\BlurH_ps20.glsl
...\.....\.........\........\BlurH_ps20.hlsl
...\.....\.........\........\BlurV_ps20.glsl
...\.....\.........\........\BlurV_ps20.hlsl
...\.....\.........\........\Blur_ps.glsl
...\.....\.........\........\Blur_vs.glsl
...\.....\.........\........\Blur_vs11.hlsl
...\.....\.........\........\BrightBloom2_ps20.glsl
...\.....\.........\........\BrightBloom2_ps20.hlsl
...\.....\.........\........\Combine_fp.cg
...\.....\.........\........\Common.cg
...\.....\.........\........\crowdVp.glsl
...\.....\.........\........\DepthShadowmap.hlsl
...\.....\.........\........\DepthShadowmapCasterFp.glsl
...\.....\.........\........\DepthShadowmapCasterVp.glsl
...\.....\.........\........\DepthShadowmapNormalMapReceiverFp.glsl
...\.....\.........\........\DepthShadowmapNormalMapReceiverVp.glsl
...\.....\.........\........\DepthShadowmapReceiverFp.glsl
...\.....\.........\........\DepthShadowmapReceiverVp.glsl
...\.....\.........\........\depthshadowobject.cg
...\.....\.........\........\DitherFP.cg
...\.....\.........\........\DOF_ps.cg
...\.....\.........\........\Example_Basic.cg
...\.....\.........\........\Example_Basic.hlsl
...\.....\.........\........\Example_BumpMapping.cg
...\.....\.........\........\Example_CelShading.cg
...\.....\.........\........\Example_Fresnel.cg
...\.....\.........\........\Example_FresnelPS.asm
...\.....\.........\........\Example_Projection.cg
...\.....\.........\........\GlassFP.cg
...\.....\.........\........\Grass.cg
...\.....\.........\........\GrayScale.cg
...\.....\.........\........\HalftoneFP.cg
...\.....\.........\........\hdr.cg
...\.....\.........\........\hdr.hlsl
...\.....\.........\........\hdrutils.hlsl
...\.....\.........\........\hdr_bloom.glsl
...\.....\.........\........\hdr_downscale2x2luminence.glsl
...\.....\.........\........\hdr_downscale3x3.glsl
...\.....\.........\........\hdr_downscale3x3brightpass.glsl
...\.....\.........\........\hdr_finalToneMapping.glsl
...\.....\.........\........\hdr_tonemap_util.glsl
...\.....\.........\........\Hea