OGRE渲染引擎粒子系统小节.docVIP

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OGRE渲染引擎粒子系统小节.doc

OGRE渲染引擎粒子系统小节Entity (Entity)An entity is a concrete example of a moving object in a scene. The only hypothesis is that it does not have a fixed position in the world space.Entities must be connected to a node to truly become part of the scene.When an entity is loaded, a series of predefined materials are also loaded together.A grid may not just use only one material. Different parts of the mesh can be made of different materials.A mesh object actually contains several sub grid objects (depending on the number of materials contained in it). If a grid has only one kind of materialIf the quality is available, then it has only one sub grid object. You can use Entity:: getSubEntity () to get a reference to the child gridLater, call the setMaterialName () using this reference to change the material.Material (Material)Ogre the default material type is:The reflection of ambient light color: ColourValue:: White (full); all reflectedReflection of diffuse light: ColourValue:: White (full)Reflection of specular light: ColourValue:: Black (none); without specular reflectionShininess: 0No texture layerMixing parameter: SourceBlendFactor = SBF_ONE, DestBlendFactor = SBF_ZERODepth test opensDepth buffer write openDepth test comparison function: CMPF_LESS_EQUALElimination mode: CULL_CLOCKWISE clockwiseGlobal ambient light: ColourValue (0.5, 0.5, 0.5)Dynamic light calculation: openGauss shader modeBilinear texture filteringTechnology (Technique)Several of the main things that the compiler will check for:1. the number of texture units in each pass. Notice that if the number of texture units exceeds the maximum number of supports for the graphics card, theTechnique can still be used until a vertex shader is used. In this case, ogre will discard the one that owns too muchPasses entries pass, and then texture blending (multitexture) into multi pass mixing (multipass) to deal with2. whether the texture technique is enabled. What language is used if enabled?3. other effects such as cube m

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