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摘要: Author Error: Shader warning in 'Custom/ShowAnimation': Not enough temporary registers, needs 9 (compiling for flash) at line 17 Fixed: Add “#pragma target 3.0” into the shader Error & Fixed: Uni... 阅读全文
posted @ 2015-03-22 12:44 opencoder 阅读(177) 评论(0) 推荐(0)
摘要: I created a full white texture with 4x4 size. Unity requires that compressed texture size should be at least 4x4. This will cause some artifact on some Android device, and the frame rate was very slow... 阅读全文
posted @ 2015-01-24 10:56 opencoder 阅读(200) 评论(0) 推荐(0)
摘要: Author : http://www.cnblogs.com/open-coder/p/3982999.html During the last few months, I have been working on the Graphics and shader optimization work. Good FPS is the balance between art and techno... 阅读全文
posted @ 2014-09-20 10:09 opencoder 阅读(346) 评论(0) 推荐(0)
摘要: Author: http://www.cnblogs.com/open-coder/p/3898224.html Get Start This is short tutorial about how to do frame capture with Nvidia PrefHUD. You could find a detail tutorial from here. Before f... 阅读全文
posted @ 2014-08-07 22:36 opencoder 阅读(699) 评论(0) 推荐(0)
摘要: Author: http://www.cnblogs.com/open-coder/p/3898159.html The light mapping effects between PC and Mobile become very incosistant just as following: Wi... 阅读全文
posted @ 2014-08-07 22:06 opencoder 阅读(792) 评论(0) 推荐(0)
摘要: Author: http://www.cnblogs.com/open-coder/p/3763170.html With some external tools, we could crack a Java program without any difficult. For some big Java program that obfuscates it’s byte code, we co... 阅读全文
posted @ 2014-06-01 11:04 opencoder 阅读(1349) 评论(0) 推荐(0)
摘要: Here are some OpenGL samples with advance features. NeHe OpenGL tutorial focus on the OpenGL fixed pipeline, but those samples are foucs on the programmable renderering pipeline, OpenGL shader languag... 阅读全文
posted @ 2013-11-30 11:37 opencoder 阅读(801) 评论(0) 推荐(0)
摘要: This sample was presented on the Nvida witesite, which detail a new idea to calculate the ambient occlusion and indirect lighting for dynamic objects under real time mode while still keep a good perfo... 阅读全文
posted @ 2013-11-24 18:10 opencoder 阅读(496) 评论(0) 推荐(0)
摘要: Deferred lighting separate lighting from rendering and make lighting a completely image-space technique. This is very different from the forward rendering. At first as the limitation of the hardware, ... 阅读全文
posted @ 2013-10-05 01:22 opencoder 阅读(734) 评论(0) 推荐(0)
摘要: Here are something that need to take care of when you work with Unity3D: 1) It seems Unity3D could could work better with Maya than 3D Max. Expecially when you do normal mapping, mirror models; (mat... 阅读全文
posted @ 2013-09-08 22:50 opencoder 阅读(308) 评论(0) 推荐(0)
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