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cocos2dx是个2d游戏引擎,
但是是完全基于opengl渲染的,跨平台,所以搞手机3d游戏,用它来改造下,也不错;
他的2d部分退化为ui层,加多一个3d层就是了;
3d层处理好场景管理,对象排序,提交渲染,就可以了;
简单的游戏可以这么用,复杂游戏呢,呵呵。
posted on 2014-07-07 10:32 Sherk 阅读(330) 评论(3)  编辑 收藏 引用

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# re: 用cocos2dx来渲染3d场景
2014-07-07 10:39 | Sherk
openGL使用右手坐标

从左到右,x递增
从下到上,y递增
从远到近,z递增  回复  更多评论
  
# re: 用cocos2dx来渲染3d场景
2014-07-07 14:50 | Sherk
glGenBuffers — generate buffer object names
glBindBuffer — bind a named buffer object
glBufferData — create and initialize a buffer object's data store

创建vbo对象名字,绑定,上传,3步走。  回复  更多评论
  
# re: 用cocos2dx来渲染3d场景
2014-07-17 15:06 | Sherk
The topics covered in the first half of this primer still exist and are relevant to OpenGL ES 2.0 however anything that can now be produced using the programmable pipeline has had its fixed functionality removed. Capabilities such as matrix operations, the lighting system and fog no longer exist in OpenGL ES 2.0 since they can easily be reproduced by the programmer if required and since they are no longer fixed can be customized in ways that were simply not possible with OpenGL ES 1.1.

OPEN gl es 2.0全部用shader了,fog需要自己计算。麻烦  回复  更多评论
  
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