??xml version="1.0" encoding="utf-8" standalone="yes"?>久久99精品国产麻豆蜜芽,91精品国产91久久,无码伊人66久久大杳蕉网站谷歌 http://www.shnenglu.com/lovedday/category/4152.html<br>【用心生z?| 没有计划的h生是p|?| 不善于从生活与实践中学习是失败之?| 不懂得正思考将毁了我们的一?| 你的生活方式军_了你的健?| 用正的Ҏ解决问题?lt;br>【h生的意义在于q程 | U极d地解决问?| 用行动来明白 | 人无自尊毋宁?| 万事必有?| 好的习惯是成功的基石 | 最大的错误是没意识到错?| 拖g是最坏的习惯?/description>zh-cnThu, 25 Sep 2008 05:42:36 GMTThu, 25 Sep 2008 05:42:36 GMT60|格模型高技?/title><link>http://www.shnenglu.com/lovedday/archive/2008/06/14/53211.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Sat, 14 Jun 2008 02:25:00 GMT</pubDate><guid>http://www.shnenglu.com/lovedday/archive/2008/06/14/53211.html</guid><wfw:comment>http://www.shnenglu.com/lovedday/comments/53211.html</wfw:comment><comments>http://www.shnenglu.com/lovedday/archive/2008/06/14/53211.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.shnenglu.com/lovedday/comments/commentRss/53211.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/lovedday/services/trackbacks/53211.html</trackback:ping><description><![CDATA[     摘要: 在三l图形程序设计中Q网格模型占有非帔R要的CQ而且也是比较复杂的部分,特别是包含动d蒙皮信息的网格模型?<br> <br>.x文g格式最初是Zl的Direct3D保留模式而设计的Q在DirectX 6.0问世后,针对立即模式对它作过一ơ扩展。要惛_Direct3DE序中灵z自如地使用|格模型Q应当深入理?x文g格式?  <a href='http://www.shnenglu.com/lovedday/archive/2008/06/14/53211.html'>阅读全文</a><img src ="http://www.shnenglu.com/lovedday/aggbug/53211.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/lovedday/" target="_blank">lovedday</a> 2008-06-14 10:25 <a href="http://www.shnenglu.com/lovedday/archive/2008/06/14/53211.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>高U理映射技? http://www.shnenglu.com/lovedday/archive/2008/05/22/50782.htmlloveddayloveddayThu, 22 May 2008 10:12:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/05/22/50782.htmlhttp://www.shnenglu.com/lovedday/comments/50782.htmlhttp://www.shnenglu.com/lovedday/archive/2008/05/22/50782.html#Feedback1http://www.shnenglu.com/lovedday/comments/commentRss/50782.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/50782.html
Direct3D最多支?层纹理,也就是说Q在一个三l物体的表面可以同时拥有1~8张不同的U理贴图。Direct3D能够在一个渲染过E中把这些纹理颜色依ơ؜合,渲染到同一个物体的表面。每一个纹理层对应0~7的烦引序P多层U理映射能够模拟更ؓ真实的三l世界?  阅读全文

lovedday 2008-05-22 18:12 发表评论
]]>
Direct3D中的字体与文本显C?/title><link>http://www.shnenglu.com/lovedday/archive/2008/05/11/49567.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Sun, 11 May 2008 12:50:00 GMT</pubDate><guid>http://www.shnenglu.com/lovedday/archive/2008/05/11/49567.html</guid><wfw:comment>http://www.shnenglu.com/lovedday/comments/49567.html</wfw:comment><comments>http://www.shnenglu.com/lovedday/archive/2008/05/11/49567.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/lovedday/comments/commentRss/49567.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/lovedday/services/trackbacks/49567.html</trackback:ping><description><![CDATA[     摘要: 囑Şpȝ中ؓ了获得当前运行程序的相关信息Q往往需要在屏幕上显C文本,Direct3D的功能扩展接口ID3DXFontҎ提供了方便的解决Ҏ?<br> <br>使用接口ID3DXFontl制文本Q首先需要通过函数D3DXCreateFont()创徏ID3DXFont字体对象。ID3DXFont接口装?Windows字体和Direct3D讑֤指针QD3DXCreateFont()函数通过Windows字体和Direct3D讑֤指针创徏 ID3DXFont对象?nbsp; <a href='http://www.shnenglu.com/lovedday/archive/2008/05/11/49567.html'>阅读全文</a><img src ="http://www.shnenglu.com/lovedday/aggbug/49567.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/lovedday/" target="_blank">lovedday</a> 2008-05-11 20:50 <a href="http://www.shnenglu.com/lovedday/archive/2008/05/11/49567.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Direct3D中的雑֌http://www.shnenglu.com/lovedday/archive/2008/05/11/49520.htmlloveddayloveddaySun, 11 May 2008 10:21:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/05/11/49520.htmlhttp://www.shnenglu.com/lovedday/comments/49520.htmlhttp://www.shnenglu.com/lovedday/archive/2008/05/11/49520.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/49520.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/49520.html阅读全文

lovedday 2008-05-11 18:21 发表评论
]]>
深度试与alpha混合http://www.shnenglu.com/lovedday/archive/2008/05/10/49435.htmlloveddayloveddaySat, 10 May 2008 09:02:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/05/10/49435.htmlhttp://www.shnenglu.com/lovedday/comments/49435.htmlhttp://www.shnenglu.com/lovedday/archive/2008/05/10/49435.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/49435.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/49435.html
在复杂的场景中,通常有多个物体需要绘Ӟq些物体之间通常会存在遮挡关p,观察点较远的物体会因ؓq处物体的者的遮挡而不可见或只有部分可见,Direct3D囑Şpȝ提供了深度测试功能来实现q种效果?nbsp; 阅读全文

lovedday 2008-05-10 17:02 发表评论
]]>
使用.x文g模型http://www.shnenglu.com/lovedday/archive/2008/05/09/49313.htmlloveddayloveddayFri, 09 May 2008 07:33:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/05/09/49313.htmlhttp://www.shnenglu.com/lovedday/comments/49313.htmlhttp://www.shnenglu.com/lovedday/archive/2008/05/09/49313.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/49313.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/49313.html
Direct3D扩展实用库定义了多边形网格模型接口ID3DXMesh来表CZ个复杂的三维物体模型Q它是一个COM接口Q承自ID3DXBaseMesh?

Direct3D扩展实用库函数D3DXCreateMesh()可用于创Z个Direct3D|格模型对象?nbsp; 阅读全文

lovedday 2008-05-09 15:33 发表评论
]]>
U理映射基础http://www.shnenglu.com/lovedday/archive/2008/05/07/49145.htmlloveddayloveddayWed, 07 May 2008 10:08:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/05/07/49145.htmlhttp://www.shnenglu.com/lovedday/comments/49145.htmlhttp://www.shnenglu.com/lovedday/archive/2008/05/07/49145.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/49145.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/49145.html阅读全文

lovedday 2008-05-07 18:08 发表评论
]]>
深入理解光照计算模型http://www.shnenglu.com/lovedday/archive/2008/05/05/48876.htmlloveddayloveddayMon, 05 May 2008 03:44:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/05/05/48876.htmlhttp://www.shnenglu.com/lovedday/comments/48876.htmlhttp://www.shnenglu.com/lovedday/archive/2008/05/05/48876.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/48876.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/48876.html阅读全文

lovedday 2008-05-05 11:44 发表评论
]]>
光照与材?/title><link>http://www.shnenglu.com/lovedday/archive/2008/05/05/48861.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Mon, 05 May 2008 01:32:00 GMT</pubDate><guid>http://www.shnenglu.com/lovedday/archive/2008/05/05/48861.html</guid><wfw:comment>http://www.shnenglu.com/lovedday/comments/48861.html</wfw:comment><comments>http://www.shnenglu.com/lovedday/archive/2008/05/05/48861.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/lovedday/comments/commentRss/48861.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/lovedday/services/trackbacks/48861.html</trackback:ping><description><![CDATA[     摘要: 在三l图形程序中使用光照效果能够有效地增强场景的真实感。在Direct3D中,通过计算场景中的光线和物体表面材质反光UK色的数学交互Q可使光U模型接q于真实世界的照明系l?<br> <br>在真实世界中Q光U在到达眼睛之前l过了物体表面的多次反射Q每ơ反时Q物体表面都会吸收一些光Q有些被随机反射扩散出去Q其余的到达下一个物体的表面或眼睛。真实世界中光线反射的效果就是光U跟t算法需要模拟实现的。尽光U跟t算法能够创建非帔R真的与自然界中观察到极为相似的景象Q但是还没有实时E序能够完成q些q算。考虑到实时渲染的需要,Direct3D使用更简单的Ҏq行光照计算。Direct3D光照计算模型包括4U:环境光、O反射光、镜面反光和自发光。它们的l合能灵z高效地解决三维囑ŞE序中的光照问题?nbsp; <a href='http://www.shnenglu.com/lovedday/archive/2008/05/05/48861.html'>阅读全文</a><img src ="http://www.shnenglu.com/lovedday/aggbug/48861.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/lovedday/" target="_blank">lovedday</a> 2008-05-05 09:32 <a href="http://www.shnenglu.com/lovedday/archive/2008/05/05/48861.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>点坐标变换http://www.shnenglu.com/lovedday/archive/2008/05/02/48638.htmlloveddayloveddayFri, 02 May 2008 06:08:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/05/02/48638.htmlhttp://www.shnenglu.com/lovedday/comments/48638.htmlhttp://www.shnenglu.com/lovedday/archive/2008/05/02/48638.html#Feedback5http://www.shnenglu.com/lovedday/comments/commentRss/48638.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/48638.html阅读全文

lovedday 2008-05-02 14:08 发表评论
]]>
Direct3D中的颜色和资?/title><link>http://www.shnenglu.com/lovedday/archive/2008/05/01/48595.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Thu, 01 May 2008 09:16:00 GMT</pubDate><guid>http://www.shnenglu.com/lovedday/archive/2008/05/01/48595.html</guid><wfw:comment>http://www.shnenglu.com/lovedday/comments/48595.html</wfw:comment><comments>http://www.shnenglu.com/lovedday/archive/2008/05/01/48595.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/lovedday/comments/commentRss/48595.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/lovedday/services/trackbacks/48595.html</trackback:ping><description><![CDATA[     摘要: 颜色在Direct3D中占据比较重要的位置Q所有的操作无论是光照还是纹理脓图,其结果最l都归结到如何媄响每个顶Ҏ像素的颜艌Ӏ?<br> <br>Direct3D资源是指用来渲染一个场景的U理或缓冲区。应用程序需要创建、加载、复制、用资源。Direct3D所有的资源Q包括几何数据资?IDirect3DIndexBuffer9、IDirect3DVertexBuffer9{,都承于接口IDirect3DResource9。纹理资源IDirect3DCubeTexture9QIDirect3DTexture9和IDirect3DVolumeTextre9是从接口 IDirect3DResource9的子接口IDirect3DBaseTexture9中承而来的?nbsp; <a href='http://www.shnenglu.com/lovedday/archive/2008/05/01/48595.html'>阅读全文</a><img src ="http://www.shnenglu.com/lovedday/aggbug/48595.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/lovedday/" target="_blank">lovedday</a> 2008-05-01 17:16 <a href="http://www.shnenglu.com/lovedday/archive/2008/05/01/48595.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>坐标pM基本囑օhttp://www.shnenglu.com/lovedday/archive/2008/05/01/48592.htmlloveddayloveddayThu, 01 May 2008 08:16:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/05/01/48592.htmlhttp://www.shnenglu.com/lovedday/comments/48592.htmlhttp://www.shnenglu.com/lovedday/archive/2008/05/01/48592.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/48592.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/48592.html阅读全文

lovedday 2008-05-01 16:16 发表评论
]]>
【ZT】D3DFVF_XYZ和D3DFVF_XYZRHW的区?/title><link>http://www.shnenglu.com/lovedday/archive/2008/04/30/48507.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Wed, 30 Apr 2008 02:44:00 GMT</pubDate><guid>http://www.shnenglu.com/lovedday/archive/2008/04/30/48507.html</guid><wfw:comment>http://www.shnenglu.com/lovedday/comments/48507.html</wfw:comment><comments>http://www.shnenglu.com/lovedday/archive/2008/04/30/48507.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/lovedday/comments/commentRss/48507.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/lovedday/services/trackbacks/48507.html</trackback:ping><description><![CDATA[D3DFVF_XYZ和D3DFVF_XYZRHW有什么区别?以前好像没有仔细思考过Q只是见到Beginning DirectX9中如是说QThe RHW value, which stands for Reciprocal of Homogeneous W[<font color="#800000">1</font>], tells Direct3D that the vertices that are being used are already in screen coordinates. This value is normally used in fog and clipping calculations and should be set to 1.0.<br><br> <p>    今天Q做了个实验得知Q在点l构体中没有RHWӞDirect3D执行视、投影、世界等变换以及q行光线计算Q之后你才能在窗口中得到你所l制的物体。当点l构体中有RHWӞ像上面那段英文所qͼ告知Direct3D使用的顶点已l在屏幕坐标pM了,不再执行视图、投影、世界等变换和光U计,因ؓD3DFVF_XYZRHW标志告诉它顶点已l经q了q些处理Qƈ直接顶点进行光栅操作,M用SetTransformq行的{换都对其无效。不q这时的原点在客户区的左上角了Q其中x向右为正Qy向下为正Q而z的意义已l变为z-buffer的象素深度?/p> <p><br></p> <p>    值得注意的是QD3DFVF_XYZRHW和D3DFVF_XYZ、D3DFVF_NORMAL不能共存Q因为后两个标志与前一个矛盾。在使用q种点Ӟpȝ需要顶点的位置已经l过变换了,也就是说x、y必须在屏q坐标系中,z必须是z-buffer中的象素深度Q取D_0.0Q?.0Q离观察者最q的地方?.0Q观察范围内最q可见的地方?.0?<font color="#800000">不过我测试的时候似乎zg起作用?/font>)</p> <br>If you use D3DFVF_XYZ, then your vertex format needs to have 3 floats in it, for x, y and z. Those are used to define a vertex position in 3D space.If you use D3DFVF_XYZRHW, then your vertex format needs to have 4 floats in it, for x, y, z and rhw. X and Y are used to define a vertex position in 2D space, Z is ignored (I think, it may be used for fog and such, but I don't recall just now - I always set it to 0.0f), and rhw is the Reciprocal of Homogenous W - which is basically 1 / the depth of the vertex.<br> <br> Usually, you use D3DFVF_XYZRHW for doing 2D, and D3DFVF_XYZ any other time. However, a lot of people just use D3DFVF_XYZ, and use an orthoganal projection matrix to make it seem 2D. <p>_______________________</p> <p>[1] RHW表示投媄I间中顶Ҏ在的齐次?x,y,z,w)(homogeneous point)的w坐标的倒数(reciprocal)?/p> <br> <img src ="http://www.shnenglu.com/lovedday/aggbug/48507.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/lovedday/" target="_blank">lovedday</a> 2008-04-30 10:44 <a href="http://www.shnenglu.com/lovedday/archive/2008/04/30/48507.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Direct3DE序设计基础http://www.shnenglu.com/lovedday/archive/2008/04/29/48454.htmlloveddayloveddayTue, 29 Apr 2008 07:45:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/04/29/48454.htmlhttp://www.shnenglu.com/lovedday/comments/48454.htmlhttp://www.shnenglu.com/lovedday/archive/2008/04/29/48454.html#Feedback1http://www.shnenglu.com/lovedday/comments/commentRss/48454.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/48454.html阅读全文

lovedday 2008-04-29 15:45 发表评论
]]>
【ZT】模拟实现ID3DXSkinInfo::UpdateSkinnedMeshhttp://www.shnenglu.com/lovedday/archive/2008/04/22/47819.htmlloveddayloveddayTue, 22 Apr 2008 07:22:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/04/22/47819.htmlhttp://www.shnenglu.com/lovedday/comments/47819.htmlhttp://www.shnenglu.com/lovedday/archive/2008/04/22/47819.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/47819.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/47819.html
= MeshPos + ? (NewMeshPos_i - MeshPos) * Weight_i )

= MeshPos + ? (MeshPos × OffsetMatix_i × CombinedMatrix_i - MeshPos) * Weight_i ) [1]  阅读全文

lovedday 2008-04-22 15:22 发表评论
]]>
D3D中的拑֏http://www.shnenglu.com/lovedday/archive/2008/04/04/46264.htmlloveddayloveddayFri, 04 Apr 2008 08:31:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/04/04/46264.htmlhttp://www.shnenglu.com/lovedday/comments/46264.htmlhttp://www.shnenglu.com/lovedday/archive/2008/04/04/46264.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/46264.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/46264.html
我们知道一些知识:关于茶壶和它的关联点sQ茶壶投影在围绕s点的区域Q更准确的说是:它投影到投媄H口上围lp点的区域Q与它对应的屏幕Ҏs。因个问题依赖于3D物体与它的投׃间的关系Q我们看?5.2可以了解?nbsp; 阅读全文

lovedday 2008-04-04 16:31 发表评论
]]>
D3D中的_子pȝhttp://www.shnenglu.com/lovedday/archive/2008/04/04/46253.htmlloveddayloveddayFri, 04 Apr 2008 05:13:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/04/04/46253.htmlhttp://www.shnenglu.com/lovedday/comments/46253.htmlhttp://www.shnenglu.com/lovedday/archive/2008/04/04/46253.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/46253.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/46253.html
_子是一个很的对象Q它通常用来模拟数学中的一个点。点元是用来昄_子的很好的ҎQ可是点元被光栅化成一个简单的像素。这没给我们多少灉|性,因ؓ我们x各种大小不同的粒子,q且把整个纹理^滑映到q些_子上。在Direct3D 8.0以前Q因为点元方法的局限性而完全不使用他们。代替的Ҏ是程序员用公告板LC粒子,一个板是一个方|世界矩阵用它来确定方向,使它L朝向照相机?   阅读全文

lovedday 2008-04-04 13:13 发表评论
]]>
D3D中的地Şl制基础http://www.shnenglu.com/lovedday/archive/2008/04/02/46101.htmlloveddayloveddayWed, 02 Apr 2008 13:43:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/04/02/46101.htmlhttp://www.shnenglu.com/lovedday/comments/46101.htmlhttp://www.shnenglu.com/lovedday/archive/2008/04/02/46101.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/46101.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/46101.html阅读全文

lovedday 2008-04-02 21:43 发表评论
]]>
设计一个灵zȝCamerac?/title><link>http://www.shnenglu.com/lovedday/archive/2008/03/30/45745.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Sun, 30 Mar 2008 07:19:00 GMT</pubDate><guid>http://www.shnenglu.com/lovedday/archive/2008/03/30/45745.html</guid><wfw:comment>http://www.shnenglu.com/lovedday/comments/45745.html</wfw:comment><comments>http://www.shnenglu.com/lovedday/archive/2008/03/30/45745.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/lovedday/comments/commentRss/45745.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/lovedday/services/trackbacks/45745.html</trackback:ping><description><![CDATA[     摘要: 我们使用D3DXMatrixLookAtLH函数来计视囄间变换矩c这个函数对于在固定位置布置和对准摄像机是非常好用的Q不q它的用h口对于要响应用户输入来实现摄像机Ud׃那么好用了。这激发我们用我们自己的方法来解决Q这里我们展CZ怎样实现一个Camerac,它我们能够?D3DXMatrixLookAtLH函数更好地操作摄像机Qƈ且可以用来作为飞行模拟摄像机和第一人称视角摄像机?   <a href='http://www.shnenglu.com/lovedday/archive/2008/03/30/45745.html'>阅读全文</a><img src ="http://www.shnenglu.com/lovedday/aggbug/45745.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/lovedday/" target="_blank">lovedday</a> 2008-03-30 15:19 <a href="http://www.shnenglu.com/lovedday/archive/2008/03/30/45745.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>D3D中的|格模型http://www.shnenglu.com/lovedday/archive/2008/03/29/45694.htmlloveddayloveddaySat, 29 Mar 2008 11:23:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/03/29/45694.htmlhttp://www.shnenglu.com/lovedday/comments/45694.htmlhttp://www.shnenglu.com/lovedday/archive/2008/03/29/45694.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/45694.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/45694.html阅读全文

lovedday 2008-03-29 19:23 发表评论
]]>
D3D中的字体l制http://www.shnenglu.com/lovedday/archive/2008/03/26/45451.htmlloveddayloveddayWed, 26 Mar 2008 10:52:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/03/26/45451.htmlhttp://www.shnenglu.com/lovedday/comments/45451.htmlhttp://www.shnenglu.com/lovedday/archive/2008/03/26/45451.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/45451.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/45451.html阅读全文

lovedday 2008-03-26 18:52 发表评论
]]>
D3D中的模板~存http://www.shnenglu.com/lovedday/archive/2008/03/25/45338.htmlloveddayloveddayTue, 25 Mar 2008 04:28:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/03/25/45338.htmlhttp://www.shnenglu.com/lovedday/comments/45338.htmlhttp://www.shnenglu.com/lovedday/archive/2008/03/25/45338.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/45338.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/45338.html阅读全文

lovedday 2008-03-25 12:28 发表评论
]]>
D3D中的Alpha融合技?/title><link>http://www.shnenglu.com/lovedday/archive/2008/03/18/44770.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Tue, 18 Mar 2008 06:57:00 GMT</pubDate><guid>http://www.shnenglu.com/lovedday/archive/2008/03/18/44770.html</guid><wfw:comment>http://www.shnenglu.com/lovedday/comments/44770.html</wfw:comment><comments>http://www.shnenglu.com/lovedday/archive/2008/03/18/44770.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.shnenglu.com/lovedday/comments/commentRss/44770.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/lovedday/services/trackbacks/44770.html</trackback:ping><description><![CDATA[     摘要: 我们介绍一U叫做؜合(blendingQ的技术,它允许我们؜合像素,我们通常用已l光栅化的像素光栅化同一位置的像素。换句话说就是我们在囑օ上؜合图元,q种技术允许我们完成多U特效?nbsp; <a href='http://www.shnenglu.com/lovedday/archive/2008/03/18/44770.html'>阅读全文</a><img src ="http://www.shnenglu.com/lovedday/aggbug/44770.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/lovedday/" target="_blank">lovedday</a> 2008-03-18 14:57 <a href="http://www.shnenglu.com/lovedday/archive/2008/03/18/44770.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>D3D中的U理映射http://www.shnenglu.com/lovedday/archive/2008/03/17/44706.htmlloveddayloveddayMon, 17 Mar 2008 09:50:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/03/17/44706.htmlhttp://www.shnenglu.com/lovedday/comments/44706.htmlhttp://www.shnenglu.com/lovedday/archive/2008/03/17/44706.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/44706.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/44706.html
在Direct3D中一个纹理是通过IDirect3DTexture9接口来表现的Q一个纹理是一个类似像素矩늚表面它能够被映射C角Ş上?nbsp; 阅读全文

lovedday 2008-03-17 17:50 发表评论
]]>
D3D中的光照http://www.shnenglu.com/lovedday/archive/2008/03/16/44633.htmlloveddayloveddaySun, 16 Mar 2008 12:47:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/03/16/44633.htmlhttp://www.shnenglu.com/lovedday/comments/44633.htmlhttp://www.shnenglu.com/lovedday/archive/2008/03/16/44633.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/44633.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/44633.html阅读全文

lovedday 2008-03-16 20:47 发表评论
]]>
D3D中的颜色http://www.shnenglu.com/lovedday/archive/2008/03/16/44598.htmlloveddayloveddaySun, 16 Mar 2008 02:28:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/03/16/44598.htmlhttp://www.shnenglu.com/lovedday/comments/44598.htmlhttp://www.shnenglu.com/lovedday/archive/2008/03/16/44598.html#Feedback1http://www.shnenglu.com/lovedday/comments/commentRss/44598.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/44598.html
我们使用两种不同的结构来存储RGB数据。这W一U是D3DCOLORQ它实际上是一个DWORDcd?2位。在D3DCOLORcd中的q些位按?-bit被分?个部分,每一部分存储的是该色的亮度倹{如?.1所C?nbsp; 阅读全文

lovedday 2008-03-16 10:28 发表评论
]]>
Direct3D中的l制http://www.shnenglu.com/lovedday/archive/2008/03/14/44517.htmlloveddayloveddayFri, 14 Mar 2008 10:54:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/03/14/44517.htmlhttp://www.shnenglu.com/lovedday/comments/44517.htmlhttp://www.shnenglu.com/lovedday/archive/2008/03/14/44517.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/44517.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/44517.html阅读全文

lovedday 2008-03-14 18:54 发表评论
]]>
l制水U?/title><link>http://www.shnenglu.com/lovedday/archive/2008/03/14/44421.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Fri, 14 Mar 2008 01:44:00 GMT</pubDate><guid>http://www.shnenglu.com/lovedday/archive/2008/03/14/44421.html</guid><wfw:comment>http://www.shnenglu.com/lovedday/comments/44421.html</wfw:comment><comments>http://www.shnenglu.com/lovedday/archive/2008/03/14/44421.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/lovedday/comments/commentRss/44421.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/lovedday/services/trackbacks/44421.html</trackback:ping><description><![CDATA[     摘要: q次主题是渲染管Uѝ它是用来创Zؓ3D世界q行几何描述?D囑Şq设定一个虚拟照相机定q个世界中哪一部分被透视投媄到屏q上?nbsp; <a href='http://www.shnenglu.com/lovedday/archive/2008/03/14/44421.html'>阅读全文</a><img src ="http://www.shnenglu.com/lovedday/aggbug/44421.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/lovedday/" target="_blank">lovedday</a> 2008-03-14 09:44 <a href="http://www.shnenglu.com/lovedday/archive/2008/03/14/44421.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>初始化Direct3Dhttp://www.shnenglu.com/lovedday/archive/2008/03/13/44364.htmlloveddayloveddayThu, 13 Mar 2008 05:38:00 GMThttp://www.shnenglu.com/lovedday/archive/2008/03/13/44364.htmlhttp://www.shnenglu.com/lovedday/comments/44364.htmlhttp://www.shnenglu.com/lovedday/archive/2008/03/13/44364.html#Feedback0http://www.shnenglu.com/lovedday/comments/commentRss/44364.htmlhttp://www.shnenglu.com/lovedday/services/trackbacks/44364.html  阅读全文

lovedday 2008-03-13 13:38 发表评论
]]>
D3D~程必备的数学知?/title><link>http://www.shnenglu.com/lovedday/archive/2008/03/12/44269.html</link><dc:creator>lovedday</dc:creator><author>lovedday</author><pubDate>Wed, 12 Mar 2008 06:05:00 GMT</pubDate><guid>http://www.shnenglu.com/lovedday/archive/2008/03/12/44269.html</guid><wfw:comment>http://www.shnenglu.com/lovedday/comments/44269.html</wfw:comment><comments>http://www.shnenglu.com/lovedday/archive/2008/03/12/44269.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/lovedday/comments/commentRss/44269.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/lovedday/services/trackbacks/44269.html</trackback:ping><description><![CDATA[     摘要: 几何学中Q我们用有向U段表示向量Q如?。向量的两个属性是他的长度和他的顶Ҏ指的方向。因此,可以用向量来模拟既有大小又有方向的物理模型。例如,以后我们要实现的_子pȝ。我们用向量来模拟粒子的速度和加速度。在3D计算机图形学中我们用向量不仅仅模拟方向。例如我们常常想知道光线的照方向,以及?D世界中的摄象机。向量ؓ?l空间中表示方向的提供了方便?nbsp; <a href='http://www.shnenglu.com/lovedday/archive/2008/03/12/44269.html'>阅读全文</a><img src ="http://www.shnenglu.com/lovedday/aggbug/44269.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/lovedday/" target="_blank">lovedday</a> 2008-03-12 14:05 <a href="http://www.shnenglu.com/lovedday/archive/2008/03/12/44269.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss> <footer> <div class="friendship-link"> <p>лǵվܻԴȤ</p> <a href="http://www.shnenglu.com/" title="精品视频久久久久">精品视频久久久久</a> <div class="friend-links"> </div> </div> </footer> <a href="http://www.p146.cn" target="_blank">ľþþþר</a>| <a href="http://www.kingvit.com.cn" target="_blank">޹㽶ˬAVƬþ</a>| <a href="http://www.gkdb.net.cn" target="_blank">ɫۺϾþĻۺ</a>| <a href="http://www.santoncc.cn" target="_blank">AVһþ</a>| <a href="http://www.6t0n.cn" target="_blank">ձþþվ</a>| <a href="http://www.botouvr.cn" target="_blank">97þۺϾƷþþۺ</a>| <a href="http://www.0717zf.cn" target="_blank">ҹþӰԺ</a>| <a href="http://www.jsfkf.cn" target="_blank">þþŷղAV</a>| <a href="http://www.carmap.com.cn" target="_blank">þþƷav </a>| <a href="http://www.yffd.com.cn" target="_blank">vvaþ</a>| <a href="http://www.t8s.com.cn" target="_blank">Ʒ׾þAAAƬ69</a>| <a href="http://www.zkduo.cn" target="_blank">97þþþ</a>| <a href="http://www.baotourcw.cn" target="_blank">ŷƷһþ</a>| <a href="http://www.taoxh.cn" target="_blank">þþþѿӰƬ</a>| <a href="http://www.milliondollarhomepage.cn" target="_blank">Ʒ99þ99þþ</a>| <a href="http://www.wqit.com.cn" target="_blank">þҹۺϾþ</a>| <a href="http://www.handyx.cn" target="_blank">ҰĻþ</a>| <a href="http://www.pn00.com.cn" target="_blank">þþƷ</a>| <a href="http://www.sccdseo.cn" target="_blank"> þۺϺݺۺϾþü </a>| <a href="http://www.028sihai.cn" target="_blank">޳ɫWWWþվ</a>| <a href="http://www.tianit.cn" target="_blank">Ʒۺþþþþ</a>| <a href="http://www.13gf.cn" target="_blank">91ƷۺϾþþƷ</a>| <a href="http://www.wcxkmm.cn" target="_blank">þþƷ99Ʒ</a>| <a href="http://www.cstshs.cn" target="_blank">99þþƷѿһ </a>| <a href="http://www.caribbeanlagoon.com.cn" target="_blank">þˬˬƬAV </a>| <a href="http://www.czb668.cn" target="_blank">aëƬþ</a>| <a href="http://www.wangyanl3.com.cn" target="_blank">þպƬ</a>| <a href="http://www.vfqt.cn" target="_blank">þþƷһ</a>| <a href="http://www.silkwormcup.cn" target="_blank">ɫۺϾþ</a>| <a href="http://www.9527dm.cn" target="_blank">þˬˬˬ˾þþ</a>| <a href="http://www.ahsxd.org.cn" target="_blank">þþƷ</a>| <a href="http://www.vfqt.cn" target="_blank">ɫɫۺϾþҹҹ</a>| <a href="http://www.kqvx.cn" target="_blank">ŷþþþƷӰԺ</a>| <a href="http://www.cnshscj.cn" target="_blank">þۺϾþùɫ</a>| <a href="http://www.xrvv.cn" target="_blank">þѹƷ</a>| <a href="http://www.ahlgw.cn" target="_blank">ľþۺĻ</a>| <a href="http://www.buchaqian.org.cn" target="_blank">Ʒ˾þþþҹӰ </a>| <a href="http://www.guer.org.cn" target="_blank">69Ʒþþþ9999</a>| <a href="http://www.ekqt.cn" target="_blank">˾þۺߴý</a>| <a href="http://www.46test.cn" target="_blank">һĻþ</a>| <a href="http://www.lmka.com.cn" target="_blank">޾Ʒþ</a>| <script> (function(){ var bp = document.createElement('script'); var curProtocol = window.location.protocol.split(':')[0]; if (curProtocol === 'https') { bp.src = 'https://zz.bdstatic.com/linksubmit/push.js'; } else { bp.src = 'http://push.zhanzhang.baidu.com/push.js'; } var s = document.getElementsByTagName("script")[0]; s.parentNode.insertBefore(bp, s); })(); </script> </body>