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📄 plane.x

📁 《3D游戏编程》随书光盘 12章: 设计阴影的多种技巧, 有详细源代码
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xof 0303txt 0032template XSkinMeshHeader { <3cf169ce-ff7c-44ab-93c0-f78f62d172e2> WORD nMaxSkinWeightsPerVertex; WORD nMaxSkinWeightsPerFace; WORD nBones;}template VertexDuplicationIndices { <b8d65549-d7c9-4995-89cf-53a9a8b031e3> DWORD nIndices; DWORD nOriginalVertices; array DWORD indices[nIndices];}template SkinWeights { <6f0d123b-bad2-4167-a0d0-80224f25fabb> STRING transformNodeName; DWORD nWeights; array DWORD vertexIndices[nWeights]; array FLOAT weights[nWeights]; Matrix4x4 matrixOffset;}Frame Scene_Root {  FrameTransformMatrix {  1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;; } Frame Plane01 {    FrameTransformMatrix {   1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.483089,3.864735,0.000000,1.000000;;  }  Mesh {   4;   -5.000000;-5.000000;0.000000;,   5.000000;-5.000000;0.000000;,   -5.000000;5.000000;0.000000;,   5.000000;5.000000;0.000000;;   2;   3;2,0,3;,   3;1,3,0;;   MeshNormals {    4;    0.000000;0.000000;1.000000;,    0.000000;0.000000;1.000000;,    0.000000;0.000000;1.000000;,    0.000000;0.000000;1.000000;;    2;    3;2,0,3;,    3;1,3,0;;   }   MeshTextureCoords {    4;    0.000000;1.000000;,    1.000000;1.000000;,    0.000000;0.000000;,    1.000000;0.000000;;   }   MeshMaterialList {    1;    2;    0,    0;    Material {     1.000000;1.000000;1.000000;1.000000;;     0.000000;     1.000000;1.000000;1.000000;;     0.000000;0.000000;0.000000;;     TextureFilename {      "seafloor.bmp";     }    }   }  } }}

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