摘要: Point1(x1, y1, z1),Point2(x2, y2, z2) xd = x2-x1 yd = y2-y1 zd = z2-z1 距离Distance = SquareRoot(xd*xd + yd*yd + zd*zd)做游戏和demo永远不要去做开方: 1.用LUT查表技术(Look up Table) 2.在做碰撞检测时,误差Distance*Distance0不可见,cos<0可见OpenGL就是这么做的。Lambert定理求光照强度也用点积:Light=K.I.cos(theta)K,I为常数,theta是平面法线与入射光线夹角老王头的Fast Bump(Add H 阅读全文
posted @ 2014-01-15 16:19 小菜鸟_code 阅读(1074) 评论(0) 推荐(0)