摘要
利用面向对象的程序设计方法,将3DS文件的读取工作封装在一个类中,实现了将复杂3DSMAX模型转换到OpenGL场景中的过程,简化了OpenGL建模的复杂性,同时克服了3DSMAX编辑动画的不可交互性,提高了虚拟场景的绘制效率。该方法简洁清晰,易于理解,且导入过程中不易出现数据丢失的现象,同时方便移植到其他应用程序中。
Encapsulating the three dimensions model which is of *.3ds format made by 3DS MAX in a class to realize the translation of models form 3DS MAX to OpenGL, This method predigests the complex process of modeling in OpenGL and at the same time overcomes the disadvantages of no-interactive animation created by 3DS MAX. It is easier to be understood and more convenient to be replanted to other programs. And the data could not be lost easily.
出处
《微计算机信息》
北大核心
2007年第06S期270-271,210,共3页
Control & Automation