• PoolManager4.1

    Instantiate(unity3d)函数对于一些需要反复创建、销毁的对象,慢的离谱。PoolManager通过对象池达到,创建一次反复使用的目的。大大节约时间开销,特别是移动平台效果更加明显

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  • Effective C++

    This book is a direct outgrowth of my experiences teaching C++ to professional programmers. I've found that most students, after a week of intensive instruction, feel comfortable with the basic constructs of the language, but they tend to be less sanguine about their ability to put the constructs together in an effective manner. Thus began my attempt to formulate short, specific, easy-to-remember guidelines for effective software development in C++: a summary of the things experienced C++ programmers almost always do or almost always avoid doing.

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    2009-12-24
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  • 阴影渲染 shadowmap

    首先让我们从直觉上把整个算法的思路理一遍。我们可以这样理解Shadow Mapping算法:建立一个缓冲区,将离光源最近的片元(fragment)与光源的距离存储其中,这个缓冲区就被称为Shadow Map(或者Shadow Buffer);在这之后的场景渲染中,我们可以计算出每个需要着色的片元与光源的距离,将这个距离与之前Shadow Map存储的距离值进行比较,则可以判定该片元是否在阴影之内。

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    2009-12-24
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