检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
机构地区:[1]湖南大学计算机与通信学院
出 处:《计算机应用与软件》2010年第2期274-276,共3页Computer Applications and Software
摘 要:游戏玩家往往喜欢易操控的游戏。但是,目前主流的三维游戏并没有很好地处理游戏人物被障碍物遮挡的问题,从而影响玩家的操作。针对该问题,提出一种基于模板缓存和融合技术的透明处理游戏人物与障碍物的方法,并证明了该方法的正确性。实验表明,使用本方法后,游戏人物在被障碍物遮挡时,遮挡其的障碍物部分会变为透明,但又不影响障碍物的正确显示。The players normally like the games to be easily operated and controlled. However the mainstream 3D games do not cope with the problem well currently that the. game characters could be blocked by obstructions sometimes, and this affects players' operations. In this paper we suggest a new method of transparentizing the overlap regions between the game characters and the obstructions based on template buffer and blending technologies, and demonstrate its correctness and practicality. Experiment shows that by using this approach, when game characters are obstructed by the obstruction,the obstruction which blocks the characters will become transparent but still be viewed clearly.
分 类 号:TP391.41[自动化与计算机技术—计算机应用技术] TS952.83[自动化与计算机技术—计算机科学与技术]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.7