该算法通过游戏主屏相对于逻辑地图的位移量,对游戏中景物进行动态裁剪,达到即时生成的目的。
Dynamatic clip of game scene was generated by using relative displacement of main screen to logical map.
重点介绍球面网格的动态生成和视域裁剪。
Focuses on the dynamics of spherical mesh generation and visual field cut.
重点介绍球面网格的动态生成和视域裁剪。
Focuses on the dynamics of spherical mesh generation and visual field cut.
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