| 标题 | 阅读 | 评论 | 转发 | 发布日期 | |
|---|---|---|---|---|---|
| Dual Quaternion skinning in Maya | 2992 | 0 | 0 | 2011-11-22 | |
| Skeletal Model and Skinning Animation | 1541 | 0 | 0 | 2011-11-20 | |
| Geometry Skinning / Blending and Vertex Lighting | 2225 | 0 | 0 | 2011-11-20 | |
| 【推荐】 GL EXT framebuffer multisample | 2416 | 0 | 0 | 2011-10-25 | |
| 【GLSL教程】(一)图形流水线 | 1371 | 0 | 0 | 2011-10-22 | |
| 卡通渲染 光照 glsl | 4113 | 0 | 0 | 2011-10-22 | |
| OpenGL Frame Buffer Object (FBO) | 5674 | 0 | 0 | 2011-10-20 | |
| PBuffer及RenderToTexture | 3531 | 0 | 0 | 2011-10-19 | |
| DirectX9 vs DirectX10——GPU架构的变化_ | 5138 | 0 | 0 | 2011-09-05 | |
| cbuffer和tbuffer | 5170 | 0 | 0 | 2011-09-02 | |
| 浅析DirectX 10技术优势 | 1268 | 0 | 0 | 2011-09-02 | |
| Vertex Array Object | 1742 | 0 | 0 | 2011-03-08 | |
| opengl游戏设置 | 4769 | 1 | 0 | 2010-11-24 | |
| gdb 使用 howto | 1411 | 1 | 0 | 2010-10-29 | |
| 使用模板缓冲 | 1059 | 0 | 0 | 2010-10-25 | |
| 纹理映射mipmap | 1158 | 0 | 0 | 2009-09-04 | |
| 乘法中点乘和叉乘有什么区别 | 2969 | 0 | 0 | 2009-09-03 | |
| 介绍顶点着色器和像素着色器 | 2783 | 1 | 0 | 2009-09-03 | |
| Shader——数据传递 | 3300 | 1 | 0 | 2009-09-02 | |
| 固定渲染管线与可编程渲染管线 | 1615 | 0 | 0 | 2009-09-01 |