文件名称:tu
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Example for PC game developers to show how to *combine* texturing,
reflections, and projected shadows all in real-time with OpenGL.
Robust reflections use stenciling. Robust projected shadows
use both stenciling and polygon offset. PC game programmers
should realize that neither stenciling nor polygon offset are
supported by Direct3D, so these real-time rendering algorithms
are only really viable with OpenGL.- Example for PC game developers to show how to *combine* texturing,
reflections, and projected shadows all in real-time with OpenGL.
Robust reflections use stenciling. Robust projected shadows
use both stenciling and polygon offset. PC game programmers
should realize that neither stenciling nor polygon offset are
supported by Direct3D, so these real-time rendering algorithms
are only really viable with OpenGL.
reflections, and projected shadows all in real-time with OpenGL.
Robust reflections use stenciling. Robust projected shadows
use both stenciling and polygon offset. PC game programmers
should realize that neither stenciling nor polygon offset are
supported by Direct3D, so these real-time rendering algorithms
are only really viable with OpenGL.- Example for PC game developers to show how to *combine* texturing,
reflections, and projected shadows all in real-time with OpenGL.
Robust reflections use stenciling. Robust projected shadows
use both stenciling and polygon offset. PC game programmers
should realize that neither stenciling nor polygon offset are
supported by Direct3D, so these real-time rendering algorithms
are only really viable with OpenGL.
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tu.cpp