<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[yeazer0的专栏]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/yeazer0</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; yeazer0]]></copyright><item><title><![CDATA[flash as3 按钮超链接]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/5811068</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/5811068</guid><author>yeazer0</author><pubDate>Fri, 13 Aug 2010 22:46:00 +0800</pubDate><description><![CDATA[<br />btn.addEventListener(MouseEvent.CLICK,onPress_Handler);<br />function onPress_Handler(e:MouseEvent):void{<br />navigateToURL(new URLRequest("http://hi.youkuaiyun.com/yeazer0"));<br />}<br /> <br />btn为对象名]]></description><category></category></item><item><title><![CDATA[ogre cegui torchlight（火炬之光）换装界面求助]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/5249598</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/5249598</guid><author>yeazer0</author><pubDate>Sat, 23 Jan 2010 23:20:00 +0800</pubDate><description><![CDATA[torchlight（火炬之光）这款游戏的界面很棒，是基于OGRE和CEGUI制作而成，想自己尝试用ogre的完成一小块界面效果，如换装部分。如图 torchlight在torchlight（火炬之光）这款游戏中，我找到inventorymenu.layout（如图）和相对应的mesh文件（如图）现在我不知道如何将.layout文件和.mesh结合，请高手指点，不胜感激！！！ ]]></description><category></category></item><item><title><![CDATA[OGRE 火炬之光（torchlight） 骨骼动画]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/5130830</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/5130830</guid><author>yeazer0</author><pubDate>Mon, 04 Jan 2010 17:48:00 +0800</pubDate><description><![CDATA[源自于：http://hi.baidu.com/zyb_debug/blog/item/56656f02cf6c367d3812bb87.html 今天去ogre官网赚了一圈，看到了一款用Ogre做的游戏TorchLight，不妨下下来玩玩。游戏做的很好，说明ogre的强大。在安装目录里看到了ogreMain.dll OIS.dll等熟悉的dll，忽然看到了resources.cf]]></description><category></category></item><item><title><![CDATA[OGRE DEMO 效果截图]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/5126770</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/5126770</guid><author>yeazer0</author><pubDate>Mon, 04 Jan 2010 02:44:00 +0800</pubDate><description><![CDATA[以下是OGRE DEMO的截图： Demo_BezierPatch  Demo_BSP Demo_BspCollision  Demo_CameraTrack  Demo_CelShading  Demo_Compositor Demo_Crowd  De]]></description><category></category></item><item><title><![CDATA[DirectShow SDK]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/5095947</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/5095947</guid><author>yeazer0</author><pubDate>Tue, 29 Dec 2009 06:15:00 +0800</pubDate><description><![CDATA[http://msdn.microsoft.com/en-us/library/dd375454(VS.85).aspxDirectShowThe Microsoft DirectShow application programming interface (API) is a media-streaming architecture for Microsoft Windows]]></description><category></category></item><item><title><![CDATA[OGRE CEGUI LAYOUT]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/5094349</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/5094349</guid><author>yeazer0</author><pubDate>Mon, 28 Dec 2009 23:04:00 +0800</pubDate><description><![CDATA[ //CEGUI CEGUI::System *mSystem; CEGUI::OgreCEGUIRenderer *mRenderer;  //通过已有的window和scenemanager创建CEGUI渲染器  //创建mRenderer实例，导入.scheme文件，设置默认鼠标指针图像和默认字体  mRenderer = new CEGUI::OgreCEGUIRenderer(mWi]]></description><category></category></item><item><title><![CDATA[OIS输入]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/5065466</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/5065466</guid><author>yeazer0</author><pubDate>Wed, 23 Dec 2009 21:39:00 +0800</pubDate><description><![CDATA[来源：http://www.cnblogs.com/G_Weber/archive/2009/03/13/1411120.html 关于OIS的输入要开始考虑游戏输入的问题了，以及开始加入CEGUI也要考虑加入输入的问题。先把OIS的输入简单回忆一下。OIS有两种输入模式：非缓冲输入以及缓冲输入。无论用哪种输入方式，都应该有个输入设备管理器先，例如：（这代码仅仅是举例而已）]]></description><category></category></item><item><title><![CDATA[OGRE显示中文 ]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/5035265</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/5035265</guid><author>yeazer0</author><pubDate>Fri, 18 Dec 2009 22:39:00 +0800</pubDate><description><![CDATA[OGRE显示中文 来源：http://www.cppblog.com/richardhe/articles/56101.html<!--<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"xmlns:dc="http://purl.org/dc/elements/1.1/"xmlns:trackback]]></description><category></category></item><item><title><![CDATA[将物体放于地面上]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/5014143</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/5014143</guid><author>yeazer0</author><pubDate>Tue, 15 Dec 2009 21:04:00 +0800</pubDate><description><![CDATA[将物体放于地面上头文件：#include  配置："$(OGRE_HOME)/lib/opt"Plugin_OctreeSceneManager_d.lib"$(OGRE_HOME)/include/opt"场景管理器：     void chooseSceneManager(void)    {        // Use the terrain scene manage]]></description><category></category></item><item><title><![CDATA[OGRE水面 折射反射]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/4982035</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/4982035</guid><author>yeazer0</author><pubDate>Thu, 10 Dec 2009 21:16:00 +0800</pubDate><description><![CDATA[//OGRE 水面 折射反射//NOTE反射只反射水面以上的,折射只折射水面以下的。#include "ExampleApplication.h"#include "OgreHardwarePixelBuffer.h"//定义全局变量。Entity* pPlaneEntWater;std::vector aboveWaterEnts;std::vector belowWaterEnts;P]]></description><category></category></item><item><title><![CDATA[OGRE 碰撞检测之球体检测]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/4964154</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/4964154</guid><author>yeazer0</author><pubDate>Tue, 08 Dec 2009 14:24:00 +0800</pubDate><description><![CDATA[  //OGRE 碰撞检测之球体检测  //在侦渲染中frameRendering中  //创建球形查询器(如下，以相机原点为圆心，10各单位为半径的球体),第二个参数表示掩码,默认情况下为-1  SphereSceneQuery * pQuery=mSceneMgr->createSphereQuery(Sphere(mCamera->getPosition(),10),0x01);  ]]></description><category></category></item><item><title><![CDATA[OGRE碰撞检测之射线查询地形]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/4960892</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/4960892</guid><author>yeazer0</author><pubDate>Tue, 08 Dec 2009 02:07:00 +0800</pubDate><description><![CDATA[//场景射线类：场景射线查询，全局指针变量，RaySceneQuery* raySceneQuery = 0;//在侦听器"FrameListener"类（继承于ExampleFrameListener）中，  //在侦渲染"FreameRendering"中执行场景射线一些列动作。  //射线类 静态：用于更新射线。  static Ray updateRay;  //设置射线起点。  ]]></description><category></category></item><item><title><![CDATA[win32控制台程序 win32项目 的转换]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/4948356</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/4948356</guid><author>yeazer0</author><pubDate>Sat, 05 Dec 2009 21:46:00 +0800</pubDate><description><![CDATA[win32控制台程序 win32项目 的转换 project settings -> Link :将/SUBSUSTEM:WINDOWS开关改为/SUBSYSTEM:CONSOLE #pragma comment( linker,"/subsystem:/"windows/" /entry:/"mainCRTStartup/"" )glut是OpenGL应用工具包(Op]]></description><category></category></item><item><title><![CDATA[ogre--LOGO]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/4932437</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/4932437</guid><author>yeazer0</author><pubDate>Thu, 03 Dec 2009 14:01:00 +0800</pubDate><description><![CDATA[ 2009-12-03  14:04:56 //屏蔽掉ogre LOGO和FPS数据显示 //在ExampleApplication.h中，找到showDebugOverlay（true）虚函数的应用 //为mFrameListener->showDebugOverlay(true); //所以最直接的办法就是在实例文件中改为mFrameListener->showDebugOverl]]></description><category></category></item><item><title><![CDATA[ogre引擎配置窗口]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/4932154</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/4932154</guid><author>yeazer0</author><pubDate>Thu, 03 Dec 2009 13:25:00 +0800</pubDate><description><![CDATA[ 2009-12-03  13:29:42 //在ExampleApplication.h中找到 virtual bool configure(void)函数。 //跳过ogre引擎配置选项窗口 //将showConfigDialog该成restoreConfig。下面的英文有注释就不翻译来了。    /** Configures the application - returns f]]></description><category></category></item><item><title><![CDATA[ogre创建平面]]></title><link>https://blog.youkuaiyun.com/yeazer0/article/details/4927821</link><guid>https://blog.youkuaiyun.com/yeazer0/article/details/4927821</guid><author>yeazer0</author><pubDate>Wed, 02 Dec 2009 23:58:00 +0800</pubDate><description><![CDATA[    //定义平面变量，及其法线方向（UNIT_Y为Y轴正方向，NEGATIVE_UNIT_Y负方向）  //plane.d设置了平面的距离（法线为Y轴时，说成高度更容易理解）  Plane plane;  plane.normal = Vector3::UNIT_Y;  plane.d = 0;   //使用MeshManager管理器，createPlane参数如下：  ]]></description><category></category></item></channel></rss>