摘要: http://blog.sina.com.cn/s/blog_5e8facd20100qn20.html 阅读全文
posted @ 2012-02-02 17:07 maadiah 阅读(124) 评论(0) 推荐(0)
摘要: android:native_app_glue,EGLopenGL ES ,EGL 初始化:http://blog.sina.com.cn/s/blog_53761ba70100nklx.htmlhttp://developer.android.com/reference/android/app/NativeActivity.htmlmagicube :CPVRShellVideoContextCPVRShellVideoContext(irr::u32 width,irr::u32 height, bool stencilBufferEnable = false,ECOLOR_FORM... 阅读全文
posted @ 2012-02-02 17:06 maadiah 阅读(280) 评论(0) 推荐(0)
摘要: 参考:http://www.gamedev.net/page/resources/_/technical/opengl/opengl-frame-buffer-object-101-r2331 http://www.zwqxin.com/archives/opengl/learn-fbo.html http://www.songho.ca/opengl/gl_fbo.html生成句柄GLuint fbo;生成带有句柄的FBOglGenFramebuffersEXT(1, &fbo);绑定glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)单独的FB 阅读全文
posted @ 2012-02-02 09:24 maadiah 阅读(1489) 评论(0) 推荐(0)
摘要: 一:constructor 和 deconstructor的安插:前者在调用对象之前;后者在离开作用域之前{myClass myObject;//myObject.myClass::myClass()//do some thing ...//myObject.myClass::~myClass()}二:全局对象构造函数只有在程序运行的时候才会被调用三:局部静态对象 阅读全文
posted @ 2012-02-02 09:17 maadiah 阅读(264) 评论(1) 推荐(1)