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ogre    音标拼音: ['ogɚ]
n. 食人魔鬼,怪物,象鬼的人

食人魔鬼,怪物,象鬼的人

ogre
n 1: a cruel wicked and inhuman person [synonym: {monster}, {fiend},
{devil}, {demon}, {ogre}]
2: (folklore) a giant who likes to eat human beings

Ogre \O"gre\ ([=o]"g[~e]r), n. [F., fr. Sp. ogro, fr. L. Orcus
the god of the infernal regions; also, the lower world,
hell.]
An imaginary monster, or hideous giant of fairy tales, who
lived on human beings; hence, any frightful giant; a cruel
monster.
[1913 Webster]

His schoolroom must have resembled an ogre's den.
--Maccaulay.
[1913 Webster]

76 Moby Thesaurus words for "ogre":
Argus, Briareus, Cerberus, Charybdis, Cyclops, Dracula, Echidna,
Frankenstein, Gorgon, Harpy, Hydra, Loch Ness monster, Medusa,
Minotaur, Pegasus, Python, Scylla, Sphinx, Talos, Typhon, Wolf-man,
bogey, bogeyman, brute, bugaboo, bugbear, cad, centaur, chimera,
cockatrice, demon, dragon, drake, fee-faw-fum, fiend, frightener,
ghost, ghoul, giant, griffin, hippocampus, hobgoblin, holy terror,
horror, incubus, man-eater, mermaid, merman, monster, nightmare,
nixie, ogress, phantom, revenant, roc, sadist, salamander, satyr,
scarebabe, scarecrow, scarer, scoundrel, sea horse, sea serpent,
siren, specter, succubus, terror, troll, unicorn, vampire, villain,
werewolf, windigo, xiphopagus, zombie


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  • pluginless web browser ogre embedding through emscripten
    The great thing with Ogre is that it's both powerful and open source Things like Unreal Engine and others are now running on the web or soon will, but are closed source of course three js and other JS WebGL engines are open source and quite good in some ways, but not powerful like Ogre is
  • Maya 7 Exporter Questions - Ogre Forums
    When I export the shoes and put them into my OGRE scene, they are the exact same distance from the center of the SceneNode as they are from the center of the Maya scene in the Maya program I would assume then, that the exporter is treating 0,0,0 as the meshes origin How can I tell the exporter that the center of the mesh is the origin?
  • [solved] Ogre and FreeImage library get different results
    I'm currently building a software solution where i need to replicate changes made on images on two independent programs In one of them i use Ogre::Image class to manipulate the images and on the other i use the FreeImage library FreeImage version: 3 10 0 (from Ogre log)
  • Ogre Attic repository - Ogre Forums
    Discussion area about developing or extending OGRE, adding plugins for it or building applications on it No newbie questions please, use the Help forum for that
  • dotScene - Ogre Forums
    I imagine that more Ogre users will find a way to use this in the future, especialy if we provide an easy to use, tested and stable lib for a quick start Please let me know what u think, cTh
  • Ogre + Bullet - Ogre Forums
    SDL + OpenGL and OGRE are very different things, I mean in general they do a similar job, except OGRE has more features dedicated to advanced 3D rendering I suggest you evaluate both and make a decision In any case synchronizing with physically simulated bodies works the same no matter which render engine you choose
  • mesh manipulation in ogre - Ogre Forums
    Re: mesh manipulation in ogre by betajaen » Sat Feb 26, 2011 12:03 am There are a few bits on the wiki about constructing, retrieving vertex data, nothing I can find about modifying them at runtime But It is really a matter of getting the vertex buffer, locking it, copying your vertices then unlocking it
  • Ogre::Root initialise and extra params - Ogre Forums
    Ogre::Root initialise and extra params by mobileben » Thu Jan 31, 2013 2:31 am So admittedly I'm relatively new to Ogre But I have lots of experience in both 2D 3D games As of late, my focus really has been iOS and a bit of Mac One thing that isn't too uncommon is having your own UIWindow NSWindow and views
  • Initializing Ogre manually - Ogre Forums
    So, for my project I've moved into heavy Ogre integration The issue is I want to have a unified config format, so I don't want to have to deal with a resources cfg, ogre cfg, plugins cfg I want to handle that myself
  • The Ideal Input System? - Ogre Forums
    When the framelistener starts a new frame the action handler translates the objects according to the frame time sent from the framelistener Component-Object Wiki | Game Blog | Portfolio 8 posts • Page 1 of 1 Return to “Using OGRE in practice” Jump to





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