3dMax脚本:批量导出ADE,批量导出FBX; 查看模型工具:MeshViewer, ModelViewer;
3dMax:批量导出FBX,批量导出ADE; 查看模型工具:MeshViewer, ModelViewer; fbx-conv 批量转c3b,c3t;
3dMax:批量导出FBX,批量导出ADE; 查看模型工具:MeshViewer, ModelViewer; fbx-conv 批量转c3b,c3t;
BSDSocket相关: 若干文档,若干代码。 NetCommandHelper* NetCommandHelper::getInstance() { static NetCommandHelper* s_netCommandHelper = nullptr; if (s_netCommandHelper == nullptr) { s_netCommandHelper = new NetCommandHelper(); s_netCommandHelper->init(); } return s_netCommandHelper; } NetCommandHelper::NetCommandHelper(void) : m_lastErrorCode(NetErrorCode::NetSuccess) { }
cocoslua搓牌源码 local GameCuoCardLayer = class("GameCuoCardLayer", function() local gameLayer = cc.LayerColor:create(cc.c4b(0, 0, 0, 125)) return gameLayer end) function GameCuoCardLayer:create() local layer = GameCuoCardLayer:new(self); self.m_pListenerNodes = {}; -- 监听的牌 self.m_pShowedNode = {}; -- 已经显示出来的牌 layer:init() return layer; end
mac上,openGL,shader代码. GLuint Shader::CompileShader(GLenum shaderType, const char*shaderCode) { GLuint shader = glCreateShader(shaderType); glShaderSource(shader, 1, &shaderCode;, nullptr); glCompileShader(shader); GLint compileResult = GL_TRUE; glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult;); if (compileResult == GL_FALSE) { char szLog[1024] = { 0 }; GLsizei logLen = 0; glGetShaderInfoLog(shader, 1024, &logLen;, szLog); printf("Compile Shader fail error log : %s \nshader code :\n%s\n", szLog, shaderCode); glDeleteShader(shader); shader = 0; } return shader; }