<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title type="text">博客园_IrrLicht引擎研究</title><subtitle type="text">鬼火引擎研究</subtitle><id>http://feed.cnblogs.com/blog/u/20240/rss</id><updated>2008-05-18T15:11:07Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><generator>CNBlogs BlogServer</generator><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/"/><link rel="self" type="application/atom+xml" href="http://feed.cnblogs.com/blog/u/20240/rss"/><entry><id>http://www.cnblogs.com/flysnow/archive/2008/05/18/1202239.html</id><title type="text">贴几张我们用irrlicht做的游戏截图 jpg图片效果有点差，看起来是不是有点像劲舞团？</title><summary type="text"/><published>2008-05-18T15:11:00Z</published><updated>2008-05-18T15:11:00Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><link rel="alternate" href="http://www.cnblogs.com/flysnow/archive/2008/05/18/1202239.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/archive/2008/05/18/1202239.html"/></entry><entry><id>http://www.cnblogs.com/flysnow/archive/2008/05/06/1184726.html</id><title type="text">3dmax导出为my3d教程</title><summary type="text">http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=7494&amp;amp;highlight=crash+course</summary><published>2008-05-06T03:00:00Z</published><updated>2008-05-06T03:00:00Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><link rel="alternate" href="http://www.cnblogs.com/flysnow/archive/2008/05/06/1184726.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/archive/2008/05/06/1184726.html"/></entry><entry><id>http://www.cnblogs.com/flysnow/archive/2008/01/13/1037037.html</id><title type="text">从内存中加载图片资源</title><summary type="text">1 使用工具将文件转为字节数组,这里用[bin2h.exe]比如准备个文件 testpng.png使用命令bin2h testpng.png将生成 testpng.h，内容如下unsigned int testpng_size=&amp;lt;size&amp;gt;;unsigned char testpng[]={...};2 将文件加入到工程中使用如下代码获取ITextrue接口，env为IGUIEnvir...</summary><published>2008-01-13T07:26:00Z</published><updated>2008-01-13T07:26:00Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><link rel="alternate" href="http://www.cnblogs.com/flysnow/archive/2008/01/13/1037037.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/archive/2008/01/13/1037037.html"/></entry><entry><id>http://www.cnblogs.com/flysnow/archive/2007/06/01/768235.html</id><title type="text">3dmax文件导出到ms3d文件.</title><summary type="text">在工作室制作一个动作类休闲游戏的过程中经过比较选择了ms3d做为动画模型.这样我们就需要把美工制作的max文件转化为ms3d格式.下面是我们采用的方法.(基本引用燕尘的ogre模型导出的文章)(1) 使用ActorX插件，将角色动画从 3dsmax 完整导出PSA,PSK文件；(2) 使用 MilkShape 3D ，读入上一步导出的动画，转化为ms3d。下面介绍一下详细步骤。0. 使用的工具：(...</summary><published>2007-06-01T14:24:00Z</published><updated>2007-06-01T14:24:00Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><link rel="alternate" href="http://www.cnblogs.com/flysnow/archive/2007/06/01/768235.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/archive/2007/06/01/768235.html"/></entry><entry><id>http://www.cnblogs.com/flysnow/archive/2007/06/01/768209.html</id><title type="text">irrlicht1.3中文支持</title><summary type="text">irrlicht1.3的中文支持补丁,需要的朋友可以下载,如何使用里面有说明./Files/flysnow/IrrlichtML-1.3-win32Linux.zip</summary><published>2007-06-01T13:44:00Z</published><updated>2007-06-01T13:44:00Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><link rel="alternate" href="http://www.cnblogs.com/flysnow/archive/2007/06/01/768209.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/archive/2007/06/01/768209.html"/></entry><entry><id>http://www.cnblogs.com/flysnow/archive/2006/08/21/482683.html</id><title type="text">Audiere PK OpenAL</title><summary type="text">Audiere PK OpenAL</summary><published>2006-08-21T12:46:00Z</published><updated>2006-08-21T12:46:00Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><link rel="alternate" href="http://www.cnblogs.com/flysnow/archive/2006/08/21/482683.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/archive/2006/08/21/482683.html"/></entry><entry><id>http://www.cnblogs.com/flysnow/archive/2006/07/28/462093.html</id><title type="text">【原创】IrrLicht中ms3D模型不支持多个贴图问题的解决</title><summary type="text">irrlicht ms3d模型支持的bug解决</summary><published>2006-07-28T05:25:00Z</published><updated>2006-07-28T05:25:00Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><link rel="alternate" href="http://www.cnblogs.com/flysnow/archive/2006/07/28/462093.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/archive/2006/07/28/462093.html"/></entry><entry><id>http://www.cnblogs.com/flysnow/archive/2006/07/28/461862.html</id><title type="text">【引】［翻译］Irrlicht引擎里的冲突检测与响应</title><summary type="text">这是Irrlicht　SDK中给的一个例子，用来演示如何在Irricht中冲突检测与响应，其它的例子还有十三个，俺会陆续翻译出来。自己英语水平很洼，但对翻译又有点瘾，所以就帖到这里来，有译错或表达不好的地方请指正。&amp;#160;　例7，碰撞检测与响应　　这一节，我将演示如何在Irrlicht引擎里进行碰撞检测。有三种方法：自动的碰撞检测，例如上下楼梯时移动全局坐标；手工拾取三角形和场景结点。　　演示...</summary><published>2006-07-28T01:48:00Z</published><updated>2006-07-28T01:48:00Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><link rel="alternate" href="http://www.cnblogs.com/flysnow/archive/2006/07/28/461862.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/archive/2006/07/28/461862.html"/></entry><entry><id>http://www.cnblogs.com/flysnow/archive/2006/07/28/461831.html</id><title type="text">[原创]IrrLicht中MS3D模型骨骼动画支持bug的排除</title><summary type="text">Irrlicht引擎摸ms3d模型支持的bug</summary><published>2006-07-28T01:23:00Z</published><updated>2006-07-28T01:23:00Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><link rel="alternate" href="http://www.cnblogs.com/flysnow/archive/2006/07/28/461831.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/archive/2006/07/28/461831.html"/></entry><entry><id>http://www.cnblogs.com/flysnow/archive/2006/07/23/457856.html</id><title type="text">MS3D model 的 Frame count</title><summary type="text">MS3D model 的Frame count通常在载入ms3d动画序列后， 无法播放动画或动得极缓慢，调用IAnimatedMesh::getFrameCount（）取得的FrameCount也比MilkShape里的FrameCount大很多, 这是为什么呢？ 请看"niko"的原话:The reason why the frame number is multiplied is becaus...</summary><published>2006-07-23T13:42:00Z</published><updated>2006-07-23T13:42:00Z</updated><author><name>安徽飞雪游戏工作室</name><uri>http://www.cnblogs.com/flysnow/</uri></author><link rel="alternate" href="http://www.cnblogs.com/flysnow/archive/2006/07/23/457856.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/flysnow/archive/2006/07/23/457856.html"/></entry></feed>
