Deployed 7ff35d0 with MkDocs version: 1.2.2

This commit is contained in:
Mouse
2021-09-27 13:57:47 +08:00
commit 306a444cc6
288 changed files with 23754 additions and 0 deletions

565
08-camera/index.html Executable file
View File

@@ -0,0 +1,565 @@
<!DOCTYPE html>
<!--[if IE 8]><html class="no-js lt-ie9" lang="en" > <![endif]-->
<!--[if gt IE 8]><!--> <html class="no-js" lang="en" > <!--<![endif]-->
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="author" content="Mouse0w0">
<link rel="shortcut icon" href="../img/favicon.ico">
<title>摄像机 - Lwjglbook中文翻译</title>
<link rel="stylesheet" href="https://fonts.googleapis.com/css?family=Lato:400,700|Roboto+Slab:400,700|Inconsolata:400,700" />
<link rel="stylesheet" href="../css/theme.css" />
<link rel="stylesheet" href="../css/theme_extra.css" />
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/highlight.js/10.5.0/styles/github.min.css" />
<script>
// Current page data
var mkdocs_page_name = "\u6444\u50cf\u673a";
var mkdocs_page_input_path = "08-camera.md";
var mkdocs_page_url = null;
</script>
<script src="../js/jquery-2.1.1.min.js" defer></script>
<script src="../js/modernizr-2.8.3.min.js" defer></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/highlight.js/10.5.0/highlight.min.js"></script>
<script>hljs.initHighlightingOnLoad();</script>
</head>
<body class="wy-body-for-nav" role="document">
<div class="wy-grid-for-nav">
<nav data-toggle="wy-nav-shift" class="wy-nav-side stickynav">
<div class="wy-side-scroll">
<div class="wy-side-nav-search">
<a href=".." class="icon icon-home"> Lwjglbook中文翻译</a>
<div role="search">
<form id ="rtd-search-form" class="wy-form" action="../search.html" method="get">
<input type="text" name="q" placeholder="Search docs" title="Type search term here" />
</form>
</div>
</div>
<div class="wy-menu wy-menu-vertical" data-spy="affix" role="navigation" aria-label="main navigation">
<ul>
<li class="toctree-l1"><a class="reference internal" href="../01-first-steps/">事前准备</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../02-the-game-loop/">游戏循环</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../03-a-brief-about-coordinates/">坐标简介</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../04-rendering/">渲染</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../05-more-on-rendering/">渲染补充</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../06-transformations/">变换</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../07-textures/">纹理</a>
</li>
</ul>
<ul class="current">
<li class="toctree-l1 current"><a class="reference internal current" href="./">摄像机</a>
<ul class="current">
</ul>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../09-loading-more-complex-models/">加载更复杂的模型</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../10-let-there-be-light/">要有光</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../11-let-there-be-even-more-light/">要有更多的光</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../12-game-hud/">游戏HUD</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../13-sky-box-and-some-optimizations/">天空盒与一些优化</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../14-height-maps/">高度图</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../15-terrain-collisions/">地形碰撞</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../16-fog/"></a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../17-normal-mapping/">法线贴图</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../18-shadows/">阴影</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../19-animations/">动画</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../20-particles/">粒子</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../21-instanced-rendering/">实例化渲染</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../22-audio/">音效</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../23-3d-object-picking/">三维物体选取</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../24-hud-revisited/">回顾HUD - NanoVG</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../25-optimizations-frustum-culling/">优化 - 截锥剔除</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../26-cascaded-shadow-maps/">级联阴影映射</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../27-assimp/">Assimp库</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../28-deferred-shading/">延迟着色法</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../a01-opengl-debugging/">附录 A - OpenGL调试</a>
</li>
</ul>
<ul>
<li class="toctree-l1"><a class="reference internal" href="../glossary/">术语表</a>
</li>
</ul>
</div>
</div>
</nav>
<section data-toggle="wy-nav-shift" class="wy-nav-content-wrap">
<nav class="wy-nav-top" role="navigation" aria-label="top navigation">
<i data-toggle="wy-nav-top" class="fa fa-bars"></i>
<a href="..">Lwjglbook中文翻译</a>
</nav>
<div class="wy-nav-content">
<div class="rst-content">
<div role="navigation" aria-label="breadcrumbs navigation">
<ul class="wy-breadcrumbs">
<li><a href="..">Docs</a> &raquo;</li>
<li>摄像机</li>
<li class="wy-breadcrumbs-aside">
<a href="https://github.com/Mouse0w0/lwjglbook-CN-Translation/edit/master/docs/08-camera.md"
class="icon icon-github"> Edit on GitHub</a>
</li>
</ul>
<hr/>
</div>
<div role="main">
<div class="section">
<h1 id="camera">摄像机Camera</h1>
<p>本章中我们将学习如何在渲染的三维场景中移动。该功能就像是有一台可以在三维世界中运动的摄像机,然而事实上摄像机就是描述该功能的术语。</p>
<p>但如果你尝试在OpenGL寻找摄像机功能你会发现没有摄像机这个概念换句话说摄像机一直是固定在屏幕中心的以(0, 0, 0)为中心点的位置。</p>
<p>因此,我们需要模拟出一个可以在三维空间中移动的摄像。但要怎么做呢?摄像机是不能移动的,因此我们必须要移动世界中的全部物体。换句话说,如果移动不了摄像机就移动整个世界。</p>
<p>假设摄像机从(Cx, Cy, Cz)沿着Z轴移动到(Cx, Cy, Cz+dz),从而靠近在(Ox, Oy, Oz)放置的物体。</p>
<p><img alt="摄像机运动" src="../_static/08/camera_movement.png" /></p>
<p>我们实际上做的是将物体(在三维空间中的所有物体)按摄像机应移动的相反方向移动。其实物体就像是放在跑步机上一样向后退。</p>
<p><img alt="实际的运动" src="../_static/08/actual_movement.png" /></p>
<p>摄像机可以沿着三个轴X、Y和Z移动也可以绕着它们旋转翻滚Roll、俯仰Pitch和偏航Yaw</p>
<p><img alt="翻滚、俯仰和偏航" src="../_static/08/roll_pitch_yaw.png" /></p>
<p>基本上要做的就是让移动和旋转应用于三维世界全部物体。那要怎么做呢答案是应用另一种变换该变换将所有物体的所有顶点按摄像机移动的相反方向平移再根据摄像机的旋转来旋转它们。当然这将用到另一个矩阵即所谓的观察矩阵View Matrix来完成。这个矩阵首先进行平移然后沿着轴线进行旋转。</p>
<p>来看看如何构造这个矩阵。如果你想起变换一章第6章其中的变换方程如下所示</p>
<p>
<script type="math/tex; mode=display">
\begin{array}{lcl}
Transf & = & \lbrack 投影矩阵 \rbrack \cdot \lbrack 位移矩阵 \rbrack \cdot \lbrack 旋转矩阵 \rbrack \cdot \lbrack 缩放矩阵 \rbrack \\
& = & \lbrack 投影矩阵 \rbrack \cdot \lbrack 世界矩阵 \rbrack
\end{array}
</script>
</p>
<p>观察矩阵应在应用投影矩阵之前应用,因此我们的方程应如下所示:</p>
<p>
<script type="math/tex; mode=display">
\begin{array}{lcl}
Transf & = & \lbrack 投影矩阵 \rbrack \cdot \lbrack 观察矩阵 \rbrack \cdot \lbrack 位移矩阵 \rbrack \cdot \lbrack 旋转矩阵 \rbrack \cdot \lbrack 缩放矩阵 \rbrack \\
& = & \lbrack 投影矩阵 \rbrack \cdot \lbrack 观察矩阵 \rbrack \cdot \lbrack 世界矩阵 \rbrack
\end{array}
</script>
</p>
<p>现在有三个矩阵了,我们应稍微思考一下这些矩阵的生命周期。在游戏运行时,投影矩阵应该不会有太多的变化,最坏的情况下,每次渲染可能改变一次。如果摄像机移动,则观察矩阵在每次渲染时可能改变一次。每渲染一个<code>GameItem</code>实例世界矩阵都会改变一次,一次每次渲染调用都会改变多次。</p>
<p>因此我们应该将多少矩阵传递到顶点着色器呢你可能会看到一些代码为三个矩阵分别定义一个Uniform但理论上最有效的方法是将投影矩阵和观察矩阵组合将其称为<code>pv</code>矩阵,并传递<code>world</code><code>pv</code>矩阵到着色器。这样,我们可以使用世界坐标,并可以避免一些额外的运算。</p>
<p>但实际上最方便的方法是将观察矩阵与世界矩阵组合。为什么这样因为要记住整个摄像机概念就是个骗局我们所做的是移动整个世界来模拟摄像机的位移并仅显示一小部分的三维世界。因此如果直接处理世界坐标可能会让远离原点的世界坐标遇到一些精度问题。如果在所谓的摄像机空间中处理我们将处理的点虽然远离世界原点但也靠近摄像机。可以将观察矩阵和世界矩阵组合的矩阵称为模型观察矩阵Model View Matrix</p>
<p>让我们开始修改代码以支持摄像机吧。先创建一个名为<code>Camera</code>的类,它将储存摄像机的位置与旋转状态。该类将提供设置位置或旋转状态的方法(<code>setPosition</code><code>setRotation</code>),或在当前状态下用偏移量更新这些值的方法(<code>movePosition</code><code>moveRotation</code>)。</p>
<pre><code class="language-java">package org.lwjglb.engine.graph;
import org.joml.Vector3f;
public class Camera {
private final Vector3f position;
private final Vector3f rotation;
public Camera() {
position = new Vector3f(0, 0, 0);
rotation = new Vector3f(0, 0, 0);
}
public Camera(Vector3f position, Vector3f rotation) {
this.position = position;
this.rotation = rotation;
}
public Vector3f getPosition() {
return position;
}
public void setPosition(float x, float y, float z) {
position.x = x;
position.y = y;
position.z = z;
}
public void movePosition(float offsetX, float offsetY, float offsetZ) {
if ( offsetZ != 0 ) {
position.x += (float)Math.sin(Math.toRadians(rotation.y)) * -1.0f * offsetZ;
position.z += (float)Math.cos(Math.toRadians(rotation.y)) * offsetZ;
}
if ( offsetX != 0) {
position.x += (float)Math.sin(Math.toRadians(rotation.y - 90)) * -1.0f * offsetX;
position.z += (float)Math.cos(Math.toRadians(rotation.y - 90)) * offsetX;
}
position.y += offsetY;
}
public Vector3f getRotation() {
return rotation;
}
public void setRotation(float x, float y, float z) {
rotation.x = x;
rotation.y = y;
rotation.z = z;
}
public void moveRotation(float offsetX, float offsetY, float offsetZ) {
rotation.x += offsetX;
rotation.y += offsetY;
rotation.z += offsetZ;
}
}
</code></pre>
<p>接下来在<code>Transformation</code>中,将定义一个新矩阵来储存观察矩阵。</p>
<pre><code class="language-java">private final Matrix4f viewMatrix;
</code></pre>
<p>我们要提供一个更新这个值的方法。与投影矩阵相似,这个矩阵对于渲染周期中渲染的所有物体都是相同的。</p>
<pre><code class="language-java">public Matrix4f getViewMatrix(Camera camera) {
Vector3f cameraPos = camera.getPosition();
Vector3f rotation = camera.getRotation();
viewMatrix.identity();
// 首先进行旋转,使摄像机在其位置上旋转
viewMatrix.rotate((float)Math.toRadians(rotation.x), new Vector3f(1, 0, 0))
.rotate((float)Math.toRadians(rotation.y), new Vector3f(0, 1, 0));
// 然后做位移
viewMatrix.translate(-cameraPos.x, -cameraPos.y, -cameraPos.z);
return viewMatrix;
}
</code></pre>
<p>如你所见,我们首先需要做旋转,然后位移。如果操作顺序相反,我们将不会沿着摄像机位置旋转,而是沿着坐标原点旋转。请注意,在<code>Camera</code>类的<code>movePosition</code>方法中我们不只是简单地增加摄像机位置的偏移量。我们还考虑了沿Y轴的旋转也就是偏航以便计算最终位置。如果只是通过偏移来增加摄像机的位置摄像机就不会朝着它所朝向的方向移动。</p>
<p>除了上述所说的我们现在还没有得到一个可以完全自由移动的摄像机例如如果我们沿着X轴旋转当向前移动时摄像机不会在空间中向上或向下移动这将在此后的章节中完成因为这有点复杂。 </p>
<p>最后,我们将移除之前的<code>getWorldMatrix</code>方法,并添加一个名为<code>getModelViewMatrix</code>的新方法。 </p>
<pre><code class="language-java">public Matrix4f getModelViewMatrix(GameItem gameItem, Matrix4f viewMatrix) {
Vector3f rotation = gameItem.getRotation();
modelViewMatrix.set(viewMatrix).translate(gameItem.getPosition()).
rotateX((float)Math.toRadians(-rotation.x)).
rotateY((float)Math.toRadians(-rotation.y)).
rotateZ((float)Math.toRadians(-rotation.z)).
scale(gameItem.getScale());
return modelViewMatrix;
}
</code></pre>
<p>每个<code>GameItem</code>实例都将调用一次<code>getModelViewMatrix</code>方法。</p>
<p><code>Renderer</code>类的<code>render</code>方法中,我们只需要根据摄像机的值,在投影矩阵更新之后更新观察矩阵。</p>
<pre><code class="language-java">// 更新投影矩阵
Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
shaderProgram.setUniform(&quot;projectionMatrix&quot;, projectionMatrix);
// 更新观察矩阵
Matrix4f viewMatrix = transformation.getViewMatrix(camera);
shaderProgram.setUniform(&quot;texture_sampler&quot;, 0);
// 渲染每个游戏项
for(GameItem gameItem : gameItems) {
// 为该项设置模型观察矩阵
Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
shaderProgram.setUniform(&quot;modelViewMatrix&quot;, modelViewMatrix);
// 渲染该游戏项的网格
gameItem.getMesh().render();
}
</code></pre>
<p>这就是实现摄像机概念的基本代码,现在需要使用它。我们可以修改输入处理和更新摄像机的方式,将设置如下按键:</p>
<ul>
<li>“A”和“D”键使摄像机左右X轴移动。</li>
<li>“W”和“S”键使摄像机前后Z轴移动。</li>
<li>“Z”和“X”键使摄像机上下Y轴移动。</li>
</ul>
<p>当鼠标按下右键时我们将使用鼠标位置沿X和Y轴旋转摄像机。 </p>
<p>如你所见,我们将首次使用鼠标,创建一个名为<code>MouseInput</code>的新类,该类将封装鼠标访问。该类代码如下所示:</p>
<pre><code class="language-java">package org.lwjglb.engine;
import org.joml.Vector2d;
import org.joml.Vector2f;
import static org.lwjgl.glfw.GLFW.*;
public class MouseInput {
private final Vector2d previousPos;
private final Vector2d currentPos;
private final Vector2f displVec;
private boolean inWindow = false;
private boolean leftButtonPressed = false;
private boolean rightButtonPressed = false;
public MouseInput() {
previousPos = new Vector2d(-1, -1);
currentPos = new Vector2d(0, 0);
displVec = new Vector2f();
}
public void init(Window window) {
glfwSetCursorPosCallback(window.getWindowHandle(), (windowHandle, xpos, ypos) -&gt; {
currentPos.x = xpos;
currentPos.y = ypos;
});
glfwSetCursorEnterCallback(window.getWindowHandle(), (windowHandle, entered) -&gt; {
inWindow = entered;
});
glfwSetMouseButtonCallback(window.getWindowHandle(), (windowHandle, button, action, mode) -&gt; {
leftButtonPressed = button == GLFW_MOUSE_BUTTON_1 &amp;&amp; action == GLFW_PRESS;
rightButtonPressed = button == GLFW_MOUSE_BUTTON_2 &amp;&amp; action == GLFW_PRESS;
});
}
public Vector2f getDisplVec() {
return displVec;
}
public void input(Window window) {
displVec.x = 0;
displVec.y = 0;
if (previousPos.x &gt; 0 &amp;&amp; previousPos.y &gt; 0 &amp;&amp; inWindow) {
double deltax = currentPos.x - previousPos.x;
double deltay = currentPos.y - previousPos.y;
boolean rotateX = deltax != 0;
boolean rotateY = deltay != 0;
if (rotateX) {
displVec.y = (float) deltax;
}
if (rotateY) {
displVec.x = (float) deltay;
}
}
previousPos.x = currentPos.x;
previousPos.y = currentPos.y;
}
public boolean isLeftButtonPressed() {
return leftButtonPressed;
}
public boolean isRightButtonPressed() {
return rightButtonPressed;
}
}
</code></pre>
<p><code>MouseInput</code>类提供了一个应在在初始化阶段调用的<code>init</code>方法,并注册一组回调以处理鼠标事件:</p>
<ul>
<li><code>glfwSetCursorPosCallback</code>:注册一个回调,该回调将在鼠标移动时被调用。</li>
<li><code>glfwSetCursorEnterCallback</code>:注册一个回调,该回调将在鼠标进入窗口时被调用。即使鼠标不在窗口内,我们也会收到鼠标事件。我们使用这个回调来确认鼠标进入窗口。</li>
<li><code>glfwSetMouseButtonCallback</code>:注册一个回调,该回调在按下鼠标按钮时被调用。</li>
</ul>
<p><code>MouseInput</code>类提供了一个<code>input</code>方法,在处理游戏输入时应调用该方法。该方法计算鼠标从上一个位置的位移,并将其存储到<code>Vector2f</code>类型的<code>displVec</code>变量中,以便游戏使用它。</p>
<p><code>MouseInput</code>类将在<code>GameEngine</code>类中实例化,并且将作为参数传递给游戏实现的<code>init</code><code>update</code>方法(因此需要相应地更改<code>IGameLogic</code>接口)。 </p>
<pre><code class="language-java">void input(Window window, MouseInput mouseInput);
void update(float interval, MouseInput mouseInput);
</code></pre>
<p>鼠标输入将在<code>GameEngine</code>类的<code>input</code>方法中被处理,而最终的控制将交由游戏实现。</p>
<pre><code class="language-java">protected void input() {
mouseInput.input(window);
gameLogic.input(window, mouseInput);
}
</code></pre>
<p>现在已经准备好修改<code>DummyGame</code>类来处理键盘和鼠标输入了。该类的输入方法如下所示:</p>
<pre><code class="language-java">@Override
public void input(Window window, MouseInput mouseInput) {
cameraInc.set(0, 0, 0);
if (window.isKeyPressed(GLFW_KEY_W)) {
cameraInc.z = -1;
} else if (window.isKeyPressed(GLFW_KEY_S)) {
cameraInc.z = 1;
}
if (window.isKeyPressed(GLFW_KEY_A)) {
cameraInc.x = -1;
} else if (window.isKeyPressed(GLFW_KEY_D)) {
cameraInc.x = 1;
}
if (window.isKeyPressed(GLFW_KEY_Z)) {
cameraInc.y = -1;
} else if (window.isKeyPressed(GLFW_KEY_X)) {
cameraInc.y = 1;
}
}
</code></pre>
<p>这只是更新一个名为<code>cameraInc</code><code>Vector3f</code>变量,它储存了摄像机应用的位移。</p>
<p><code>DummyGame</code>类的<code>update</code>方法将根据处理的键盘和鼠标事件,修改摄像机的位置和旋转。</p>
<pre><code class="language-java">@Override
public void update(float interval, MouseInput mouseInput) {
// 更新摄像机位置
camera.movePosition(cameraInc.x * CAMERA_POS_STEP,
cameraInc.y * CAMERA_POS_STEP,
cameraInc.z * CAMERA_POS_STEP);
// 基于鼠标更新摄像机
if (mouseInput.isRightButtonPressed()) {
Vector2f rotVec = mouseInput.getDisplVec();
camera.moveRotation(rotVec.x * MOUSE_SENSITIVITY, rotVec.y * MOUSE_SENSITIVITY, 0);
}
}
</code></pre>
<p>现在可以添加更多的立方体到世界中,缩放它们,将它们设置在特定位置,并使用新摄像机游玩。如你所见,所有的立方体共享相同的网格。</p>
<pre><code class="language-java">GameItem gameItem1 = new GameItem(mesh);
gameItem1.setScale(0.5f);
gameItem1.setPosition(0, 0, -2);
GameItem gameItem2 = new GameItem(mesh);
gameItem2.setScale(0.5f);
gameItem2.setPosition(0.5f, 0.5f, -2);
GameItem gameItem3 = new GameItem(mesh);
gameItem3.setScale(0.5f);
gameItem3.setPosition(0, 0, -2.5f);
GameItem gameItem4 = new GameItem(mesh);
gameItem4.setScale(0.5f);
gameItem4.setPosition(0.5f, 0, -2.5f);
gameItems = new GameItem[]{gameItem1, gameItem2, gameItem3, gameItem4};
</code></pre>
<p>你会得到如下所示的结果。</p>
<p><img alt="立方体们" src="../_static/08/cubes.png" /></p>
</div>
</div>
<footer>
<div class="rst-footer-buttons" role="navigation" aria-label="footer navigation">
<a href="../09-loading-more-complex-models/" class="btn btn-neutral float-right" title="加载更复杂的模型">Next <span class="icon icon-circle-arrow-right"></span></a>
<a href="../07-textures/" class="btn btn-neutral" title="纹理"><span class="icon icon-circle-arrow-left"></span> Previous</a>
</div>
<hr/>
<div role="contentinfo">
<!-- Copyright etc -->
<p>2019, Mouse0w0</p>
</div>
Built with <a href="https://www.mkdocs.org/">MkDocs</a> using a <a href="https://github.com/snide/sphinx_rtd_theme">theme</a> provided by <a href="https://readthedocs.org">Read the Docs</a>.
</footer>
</div>
</div>
</section>
</div>
<div class="rst-versions" role="note" aria-label="versions">
<span class="rst-current-version" data-toggle="rst-current-version">
<span>
<a href="https://github.com/Mouse0w0/lwjglbook-CN-Translation/" class="fa fa-github" style="color: #fcfcfc"> GitHub</a>
</span>
<span><a href="../07-textures/" style="color: #fcfcfc">&laquo; Previous</a></span>
<span><a href="../09-loading-more-complex-models/" style="color: #fcfcfc">Next &raquo;</a></span>
</span>
</div>
<script>var base_url = '..';</script>
<script src="../js/theme_extra.js" defer></script>
<script src="../js/theme.js" defer></script>
<script src="https://cdn.mathjax.org/mathjax/latest/MathJax.js?config=TeX-AMS_HTML" defer></script>
<script src="../search/main.js" defer></script>
<script defer>
window.onload = function () {
SphinxRtdTheme.Navigation.enable(true);
};
</script>
</body>
</html>