??xml version="1.0" encoding="utf-8" standalone="yes"?>丰满少妇人妻久久久久久4,一本久久久久久久,99久久99久久精品国产http://www.shnenglu.com/liangairan/category/6497.html不断学习(fn)Q不断实践,不断的重构…?/description>zh-cnTue, 07 Nov 2017 10:52:58 GMTTue, 07 Nov 2017 10:52:58 GMT60FreeType使用的ȝhttp://www.shnenglu.com/liangairan/archive/2016/09/11/214270.html狂烂?/dc:creator>狂烂?/author>Sun, 11 Sep 2016 09:14:00 GMThttp://www.shnenglu.com/liangairan/archive/2016/09/11/214270.htmlhttp://www.shnenglu.com/liangairan/comments/214270.htmlhttp://www.shnenglu.com/liangairan/archive/2016/09/11/214270.html#Feedback0http://www.shnenglu.com/liangairan/comments/commentRss/214270.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/214270.htmlFreeType每个字符的加载,可以影响到后面对字符囑փ的处理?nbsp; 阅读全文

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正确理解shadowmap的实现方?/title><link>http://www.shnenglu.com/liangairan/archive/2015/06/10/210873.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Wed, 10 Jun 2015 12:44:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2015/06/10/210873.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/210873.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2015/06/10/210873.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/210873.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/210873.html</trackback:ping><description><![CDATA[     摘要: 首先定阴媄(jing)的最基本原理Q?<br>阴媄(jing)是以光源作ؓ(f)摄像机(叫作Camera_lightQ,光照方向作ؓ(f)摄像机的look的方向,然后把这个摄像机看到的场景物渲染到纹理,q个U理叫shadowmap?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2015/06/10/210873.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/210873.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2015-06-10 20:44 <a href="http://www.shnenglu.com/liangairan/archive/2015/06/10/210873.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>gles2开发中遇到的问题及(qing)解决Ҏ(gu)http://www.shnenglu.com/liangairan/archive/2014/02/20/205871.html狂烂?/dc:creator>狂烂?/author>Thu, 20 Feb 2014 11:33:00 GMThttp://www.shnenglu.com/liangairan/archive/2014/02/20/205871.htmlhttp://www.shnenglu.com/liangairan/comments/205871.htmlhttp://www.shnenglu.com/liangairan/archive/2014/02/20/205871.html#Feedback1http://www.shnenglu.com/liangairan/comments/commentRss/205871.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/205871.html在gles2中,U理在glsl中定义的序Qƈ不是按先后顺序来排列的?
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2012Q?013qAIREngine开发ȝ?qing)未来展?/title><link>http://www.shnenglu.com/liangairan/archive/2014/02/01/205613.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Sat, 01 Feb 2014 10:29:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2014/02/01/205613.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/205613.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2014/02/01/205613.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/205613.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/205613.html</trackback:ping><description><![CDATA[     摘要: 2012Q?013qAIREngine开发ȝ?qing)未来展?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2014/02/01/205613.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/205613.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2014-02-01 18:29 <a href="http://www.shnenglu.com/liangairan/archive/2014/02/01/205613.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏中各U特效的实现Ҏ(gu)?/title><link>http://www.shnenglu.com/liangairan/archive/2013/08/17/198750.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Sat, 17 Aug 2013 05:22:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2013/08/17/198750.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/198750.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2013/08/17/198750.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/198750.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/198750.html</trackback:ping><description><![CDATA[     摘要: q里说的是一些常规的人没考虑到的效果?<br> <br>1、精拾取的实现 <br>一般普通的拑֏是AABBQ再是OBBQ或者是遍历一个模型的面。这三种方式都有~陷?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2013/08/17/198750.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/198750.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2013-08-17 13:22 <a href="http://www.shnenglu.com/liangairan/archive/2013/08/17/198750.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏中各U性能优化Ҏ(gu)Q不断更斎ͼ(j)http://www.shnenglu.com/liangairan/archive/2013/03/23/198749.html狂烂?/dc:creator>狂烂?/author>Sat, 23 Mar 2013 08:29:00 GMThttp://www.shnenglu.com/liangairan/archive/2013/03/23/198749.htmlhttp://www.shnenglu.com/liangairan/comments/198749.htmlhttp://www.shnenglu.com/liangairan/archive/2013/03/23/198749.html#Feedback1http://www.shnenglu.com/liangairan/comments/commentRss/198749.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/198749.html提高帧率的基本原则就是减DPơ数Q还有是扑և旉消耗高的程序代码加以修攏V?nbsp; 阅读全文

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为适应dx11Qairengine所作出的修攏V?/title><link>http://www.shnenglu.com/liangairan/archive/2012/10/03/192690.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Wed, 03 Oct 2012 00:19:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2012/10/03/192690.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/192690.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2012/10/03/192690.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/192690.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/192690.html</trackback:ping><description><![CDATA[<div>1、渲染状态归cd?/div> <div>DX9下的渲染状态比较ؕQ不像DX11那样把渲染状态归为几cR按DX11的归c,同样也适应DX9的API?/div> <div></div> <div>2、VertexDeclaration从VertexBuffer里改成封装在VertexShader里?/div> <div>q里要说明一下,VertexDeclaration装在VertexBuffer里本来就是不太合理的Q因为VertexBuffer是一个BufferQ实际上和顶Ҏ(gu)式关pM太大。而且Qdx11中的inputlayout的创依赖于shader的创Z码,因此Q必要把vertexdeclarationUdvertexshader里。而这U做法会(x)引vDX9的一个问题,下面?x)说明到?/div> <div></div> <div>3、引擎所有渲染都用上shaderQ全面抛弃固定管Uѝ?/div> <div>正如上面说到Q如果vertexdecalaration的创依赖于shaderQ那么固定管U下׃能再自己创徏vcQvertexdeclarationQ了(jin)Q而考虑到引擎要支持双渲染器Q所以有些操作要l一Q就不保留固定管U了(jin)?/div> <div></div> <div>4、GPU参数讄的调?/div> <div>之前GPU的参数更新封装在一个类GPUParameter里,主要是负责GPU参数的值的讄Q但随着DX11的加入,q里问题出来了(jin)。DX9下面Q没有constantbuffer的概念,只有一个一个参数设|到寄存器,而原来引擎的设计是针对DX9的这套机制来实现的。所以,现在引擎作出调整Q在dx9渲染pȝ下徏一个类D3D9GPUParametersl承自GPUParameterQDX9下如何设|参数在q个cM实现?br />5、RenderTarget的接口改?br />DX11下是把所有RenderTarget攑ֈ一个数l中然后讄q去的,而DX9是一个一个设|进去,所以当要实现multirendertarget的时候,如果引擎要适应两种渲染器,那只能用DX11的设|方法了(jin)?/div><img src ="http://www.shnenglu.com/liangairan/aggbug/192690.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2012-10-03 08:19 <a href="http://www.shnenglu.com/liangairan/archive/2012/10/03/192690.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>关于VertexDeclaration的设计改q?/title><link>http://www.shnenglu.com/liangairan/archive/2012/07/18/184133.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Wed, 18 Jul 2012 14:40:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2012/07/18/184133.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/184133.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2012/07/18/184133.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/184133.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/184133.html</trackback:ping><description><![CDATA[     摘要: vertexdeclaration在引擎中Q原来是直接攑֜vertexbuffer里面Q当讄q个vertexbuffer的时候再设这个declarationQ在DX9中看似没问题Q因为每个vertexbuffer都有自己的顶Ҏ(gu)式?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2012/07/18/184133.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/184133.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2012-07-18 22:40 <a href="http://www.shnenglu.com/liangairan/archive/2012/07/18/184133.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>引擎关于插g模式开发的思?/title><link>http://www.shnenglu.com/liangairan/archive/2012/05/06/173810.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Sun, 06 May 2012 03:17:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2012/05/06/173810.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/173810.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2012/05/06/173810.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/173810.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/173810.html</trackback:ping><description><![CDATA[     摘要: AIREngine已经支持插g式的开发,即不需要开发h员在工程上连接某个DLL和libQ直接通过LoadLibrary的Ş式加载?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2012/05/06/173810.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/173810.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2012-05-06 11:17 <a href="http://www.shnenglu.com/liangairan/archive/2012/05/06/173810.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>物体接触阴媄(jing)(shadowmap)要注意的问题?/title><link>http://www.shnenglu.com/liangairan/archive/2012/04/22/172376.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Sun, 22 Apr 2012 13:59:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2012/04/22/172376.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/172376.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2012/04/22/172376.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/172376.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/172376.html</trackback:ping><description><![CDATA[     摘要: 之前写的人物模型接收阴媄(jing)H然Z(jin)问题Q完全接收不到阴影,后来发现是自己写的一个矩阵引起阴׃的LightWorldViewProjmatrixZ(jin)问题?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2012/04/22/172376.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/172376.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2012-04-22 21:59 <a href="http://www.shnenglu.com/liangairan/archive/2012/04/22/172376.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>多渲染器下的渲染状态的装http://www.shnenglu.com/liangairan/archive/2012/04/19/171964.html狂烂?/dc:creator>狂烂?/author>Thu, 19 Apr 2012 04:25:00 GMThttp://www.shnenglu.com/liangairan/archive/2012/04/19/171964.htmlhttp://www.shnenglu.com/liangairan/comments/171964.htmlhttp://www.shnenglu.com/liangairan/archive/2012/04/19/171964.html#Feedback1http://www.shnenglu.com/liangairan/comments/commentRss/171964.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/171964.html阅读全文

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AIR引擎开发ȝQ一Q?/title><link>http://www.shnenglu.com/liangairan/archive/2011/11/26/161006.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Sat, 26 Nov 2011 13:01:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2011/11/26/161006.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/161006.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2011/11/26/161006.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/161006.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/161006.html</trackback:ping><description><![CDATA[     摘要: 1、地形网根{?<br> AIR引擎的地形设计,是基于四叉树(wi)的管理,既然用了(jin)四叉?wi),有相对应的地块数据Q在AIR引擎里面是TerrainBlock?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2011/11/26/161006.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/161006.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2011-11-26 21:01 <a href="http://www.shnenglu.com/liangairan/archive/2011/11/26/161006.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>骨骼动画qxq渡的实?/title><link>http://www.shnenglu.com/liangairan/archive/2011/05/13/146300.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Fri, 13 May 2011 02:41:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2011/05/13/146300.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/146300.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2011/05/13/146300.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/146300.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/146300.html</trackback:ping><description><![CDATA[     摘要: 很久没写技术文章,今天写一下骨骼动ȝq渡Q也当是复习(fn)一下。骨骼动ȝq渡在游戏中很常见,׃个动作切换到另一个动作有个过渡时_(d)q个q程其实是动作؜合的q程?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2011/05/13/146300.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/146300.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2011-05-13 10:41 <a href="http://www.shnenglu.com/liangairan/archive/2011/05/13/146300.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>ȝ一下shadowmap的实?/title><link>http://www.shnenglu.com/liangairan/archive/2010/07/23/shadowmap.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Fri, 23 Jul 2010 08:01:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2010/07/23/shadowmap.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/121117.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2010/07/23/shadowmap.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/121117.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/121117.html</trackback:ping><description><![CDATA[     摘要: ׃(jin)大概几周的时间实C(jin)软阴影。ȝ来说隑ֺq是比较大的Q而且我也C(jin)些弯路,不过也值得Q单是写shader不是很难Q但要放到引擎中q是有点隑ֺ。shadowmap的原理我׃讲了(jin)Q网上有很多?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2010/07/23/shadowmap.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/121117.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2010-07-23 16:01 <a href="http://www.shnenglu.com/liangairan/archive/2010/07/23/shadowmap.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>渲染程要放到渲染物外面的地?/title><link>http://www.shnenglu.com/liangairan/archive/2010/06/22/118294.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Tue, 22 Jun 2010 09:07:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2010/06/22/118294.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/118294.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2010/06/22/118294.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/118294.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/118294.html</trackback:ping><description><![CDATA[     摘要: 渲染程讨论?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2010/06/22/118294.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/118294.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2010-06-22 17:07 <a href="http://www.shnenglu.com/liangairan/archive/2010/06/22/118294.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>shader与雾处理http://www.shnenglu.com/liangairan/archive/2010/06/18/118202.html狂烂?/dc:creator>狂烂?/author>Fri, 18 Jun 2010 15:07:00 GMThttp://www.shnenglu.com/liangairan/archive/2010/06/18/118202.htmlhttp://www.shnenglu.com/liangairan/comments/118202.htmlhttp://www.shnenglu.com/liangairan/archive/2010/06/18/118202.html#Feedback2http://www.shnenglu.com/liangairan/comments/commentRss/118202.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/118202.html阅读全文

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D3D中clipplane使用的注意?/title><link>http://www.shnenglu.com/liangairan/archive/2010/06/09/117470.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Wed, 09 Jun 2010 06:24:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2010/06/09/117470.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/117470.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2010/06/09/117470.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/117470.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/117470.html</trackback:ping><description><![CDATA[     摘要: 最q用clipplane的时候,当渲染物在固定管U的时候,一切正常,但当渲染物用?jin)vertexshader的时候,完全看不C(jin)Q找?jin)很久也不知道问题的所在?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2010/06/09/117470.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/117470.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2010-06-09 14:24 <a href="http://www.shnenglu.com/liangairan/archive/2010/06/09/117470.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>D3D9中SetXXXShaderConstantF用法要注意的地方?/title><link>http://www.shnenglu.com/liangairan/archive/2010/03/23/110385.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Tue, 23 Mar 2010 14:22:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2010/03/23/110385.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/110385.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2010/03/23/110385.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/110385.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/110385.html</trackback:ping><description><![CDATA[        最q把shader那部分从讄Constanttable转ؓ(f)SetXXXShaderContantQ之前的用法有些问题Q所以没昄正确Q下面ȝ一下?br>1、设|的寄存器变量必L128位对齐,即是一个floatQ也要设|成float[4]?br>2、设|矩阵必ȝ行矩阵{为列矩阵Q否则数据不正确? <img src ="http://www.shnenglu.com/liangairan/aggbug/110385.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2010-03-23 22:22 <a href="http://www.shnenglu.com/liangairan/archive/2010/03/23/110385.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>关于材质与渲染状态的一些心?/title><link>http://www.shnenglu.com/liangairan/archive/2009/06/16/87747.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Tue, 16 Jun 2009 08:46:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2009/06/16/87747.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/87747.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2009/06/16/87747.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/87747.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/87747.html</trackback:ping><description><![CDATA[     摘要: 写代码这么久Q材质、渲染状态和shader的问题一直给我有很大的困拢,今天Z(jin)整理一下思\Q决定写一下设计文和序列图。经q这样一写,和对之前渲染状态管理的一些文章的理解Q思\l于清楚?jin)一炏V?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2009/06/16/87747.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/87747.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2009-06-16 16:46 <a href="http://www.shnenglu.com/liangairan/archive/2009/06/16/87747.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>谈水体的实?/title><link>http://www.shnenglu.com/liangairan/archive/2009/06/03/86588.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Wed, 03 Jun 2009 12:45:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2009/06/03/86588.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/86588.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2009/06/03/86588.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/86588.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/86588.html</trackback:ping><description><![CDATA[     摘要: 温故知新Q水面很早就实现?jin),但没有在q里写过Q今天ȝ一下?<br> 水的模拟要达C下效果:(x)水面的折与反射Q水的L动?<br> 要达到这U效果,需要以下四张纹理:(x)折射U理QRenderTargetQ,反射U理QRenderTargetQ,BumpmapQ水自己的纹理?<br> 折射与反的原理׃具体说了(jin)Q下面只说实现步骤?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2009/06/03/86588.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/86588.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2009-06-03 20:45 <a href="http://www.shnenglu.com/liangairan/archive/2009/06/03/86588.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Material与shader在设计上的难题!http://www.shnenglu.com/liangairan/archive/2009/05/15/83029.html狂烂?/dc:creator>狂烂?/author>Fri, 15 May 2009 02:30:00 GMThttp://www.shnenglu.com/liangairan/archive/2009/05/15/83029.htmlhttp://www.shnenglu.com/liangairan/comments/83029.htmlhttp://www.shnenglu.com/liangairan/archive/2009/05/15/83029.html#Feedback8http://www.shnenglu.com/liangairan/comments/commentRss/83029.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/83029.html  阅读全文

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复习(fn)一下D3D渲染程http://www.shnenglu.com/liangairan/archive/2009/05/11/82631.html狂烂?/dc:creator>狂烂?/author>Mon, 11 May 2009 14:21:00 GMThttp://www.shnenglu.com/liangairan/archive/2009/05/11/82631.htmlhttp://www.shnenglu.com/liangairan/comments/82631.htmlhttp://www.shnenglu.com/liangairan/archive/2009/05/11/82631.html#Feedback2http://www.shnenglu.com/liangairan/comments/commentRss/82631.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/82631.html
我归U一下就是:(x)准备点和图元数?---》传到D3D渲染线----》处理顶Ҏ(gu)据(固定、shaderQ?---》几何处理(裁剪、背面剔除、光栅化Q?---》像素处理(U理采样Q?---》着?nbsp; 阅读全文

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3ds max appwizard的安装用(转baiduq修正)(j)http://www.shnenglu.com/liangairan/archive/2009/01/12/71808.html狂烂?/dc:creator>狂烂?/author>Mon, 12 Jan 2009 06:36:00 GMThttp://www.shnenglu.com/liangairan/archive/2009/01/12/71808.htmlhttp://www.shnenglu.com/liangairan/comments/71808.htmlhttp://www.shnenglu.com/liangairan/archive/2009/01/12/71808.html#Feedback0http://www.shnenglu.com/liangairan/comments/commentRss/71808.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/71808.html
我们首先?DS Max创徏面板里面建立一个简单的几何物体Q称之ؓ(f)”widget?。可以通过视图H口里三个参数去修改它的几何Ҏ(gu)。Size表示轮廓寸Q第二个参数l(f)eft表示物体左翼的外ӞW三个参数right表示右翼的外延?
首先我们M(jin)解一下怎样建立一个工E,可以通过以下两种Ҏ(gu)Q?nbsp; 阅读全文

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最?Z四叉?wi)的LOD地Ş设计http://www.shnenglu.com/liangairan/archive/2009/01/10/71058.html狂烂?/dc:creator>狂烂?/author>Sat, 10 Jan 2009 08:19:00 GMThttp://www.shnenglu.com/liangairan/archive/2009/01/10/71058.htmlhttp://www.shnenglu.com/liangairan/comments/71058.htmlhttp://www.shnenglu.com/liangairan/archive/2009/01/10/71058.html#Feedback73http://www.shnenglu.com/liangairan/comments/commentRss/71058.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/71058.html  阅读全文

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学习(fn)ȝ与下一阶段计划http://www.shnenglu.com/liangairan/archive/2008/12/13/LOD.html狂烂?/dc:creator>狂烂?/author>Sat, 13 Dec 2008 12:33:00 GMThttp://www.shnenglu.com/liangairan/archive/2008/12/13/LOD.htmlhttp://www.shnenglu.com/liangairan/comments/69367.htmlhttp://www.shnenglu.com/liangairan/archive/2008/12/13/LOD.html#Feedback0http://www.shnenglu.com/liangairan/comments/commentRss/69367.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/69367.html1?LOD大规模地形已l进行了(jin)优化与重构,实现?024x1024大规模地形,q实C(jin)地Ş的光照模型,DEBUG版本q_帧数已经辑ֈ40Q稍后会(x)写上最新的LOD地Ş设计思想?nbsp; 阅读全文

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Skybox边线消除的解军_?/title><link>http://www.shnenglu.com/liangairan/archive/2008/08/25/59877.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Mon, 25 Aug 2008 02:44:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2008/08/25/59877.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/59877.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2008/08/25/59877.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/59877.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/59877.html</trackback:ping><description><![CDATA[     摘要: Skybox搞好后,发现在边U有很明昄裂缝Q一开始时不知道如何解冻I后来问了(jin)人,有h说把U理采样Ҏ(gu)PointQ有U理坐标Ҏ(gu)0.001?.999Q这两样我都试过Q发现改成Point裂缝是消除了(jin)Q但看v来很不好看,Ҏ(gu)0.001?.999也有裂缝?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2008/08/25/59877.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/59877.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2008-08-25 10:44 <a href="http://www.shnenglu.com/liangairan/archive/2008/08/25/59877.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>LOD地Ş设计与实?/title><link>http://www.shnenglu.com/liangairan/archive/2008/08/18/59243.html</link><dc:creator>狂烂?/dc:creator><author>狂烂?/author><pubDate>Mon, 18 Aug 2008 09:08:00 GMT</pubDate><guid>http://www.shnenglu.com/liangairan/archive/2008/08/18/59243.html</guid><wfw:comment>http://www.shnenglu.com/liangairan/comments/59243.html</wfw:comment><comments>http://www.shnenglu.com/liangairan/archive/2008/08/18/59243.html#Feedback</comments><slash:comments>11</slash:comments><wfw:commentRss>http://www.shnenglu.com/liangairan/comments/commentRss/59243.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/liangairan/services/trackbacks/59243.html</trackback:ping><description><![CDATA[     摘要: 地Ş从一开始研IӞ到实玎ͼ分了(jin)好多个版本,重构?jin)好多次……主要问题在于对LOD数据l构的不熟?zhn)和对索引用法的不熟(zhn)。经q一pd的研I与学习(fn)Qȝ?jin)如下实现LOD的方?nbsp; <a href='http://www.shnenglu.com/liangairan/archive/2008/08/18/59243.html'>阅读全文</a><img src ="http://www.shnenglu.com/liangairan/aggbug/59243.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/liangairan/" target="_blank">狂烂?/a> 2008-08-18 17:08 <a href="http://www.shnenglu.com/liangairan/archive/2008/08/18/59243.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>用DirectX写的Skyboxhttp://www.shnenglu.com/liangairan/archive/2008/03/24/45228.html狂烂?/dc:creator>狂烂?/author>Mon, 24 Mar 2008 01:27:00 GMThttp://www.shnenglu.com/liangairan/archive/2008/03/24/45228.htmlhttp://www.shnenglu.com/liangairan/comments/45228.htmlhttp://www.shnenglu.com/liangairan/archive/2008/03/24/45228.html#Feedback1http://www.shnenglu.com/liangairan/comments/commentRss/45228.htmlhttp://www.shnenglu.com/liangairan/services/trackbacks/45228.html阅读全文

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