<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>Nhsoft的专栏 - 图形</title><link>http://blog.csdn.net/Nhsoft/category/14062.aspx</link><description>图形学相关话题</description><dc:language>zh-CN</dc:language><lastUpdateTime>Sat, 20 Sep 2008 01:14:00 GMT</lastUpdateTime><ttl>60</ttl><item><dc:creator>心蓝-xheartblue</dc:creator><title>Node Based Shader </title><link>http://blog.csdn.net/Nhsoft/archive/2008/09/20/2954303.aspx</link><pubDate>Sat, 20 Sep 2008 01:07:00 GMT</pubDate><guid>http://blog.csdn.net/Nhsoft/archive/2008/09/20/2954303.aspx</guid><wfw:comment>http://blog.csdn.net/Nhsoft/comments/2954303.aspx</wfw:comment><comments>http://blog.csdn.net/Nhsoft/archive/2008/09/20/2954303.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/Nhsoft/comments/commentRss/2954303.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2954303</trackback:ping><description>&lt;P&gt;这段时间实在太懒了。往年，十个这玩意都写好了。&lt;/P&gt;
&lt;P&gt;现在基本的数据结构已经确定了。shader的代码（骨架类）既可以单独用，也可以由Node串起来。&lt;/P&gt;
&lt;P&gt;预计Shader的用法为&lt;/P&gt;
&lt;P&gt;//加载一个由SimpleTrans.hlsl 为基础骨架，加上Skin, Morph两个Node动态生成的Shader.&lt;/P&gt;
&lt;P&gt;HXShader hShader = m_ShaderMgr.load(L"SimpleTrans&amp;lt;Skin, Morph&amp;gt;"); &lt;/P&gt;
&lt;P&gt;//加载SimpleTrans.hlsl。&lt;/P&gt;
&lt;P&gt;HXShader hShader = m_ShaderMgr.load(L"SimpleTrans"); &lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;这样用法可以防止在引擎中产生Shader爆炸，只需要写几个基础骨架，并加一些 Node, Node符合规范就可以随意组合了。&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;不过目前所有的额外信息都需要从.hlsl本身里解析，所以需要一定的规范，一个简单的Sh&lt;img src ="http://blog.csdn.net/Nhsoft/aggbug/2954303.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>心蓝-xheartblue</dc:creator><title>说说Intel的驱动</title><link>http://blog.csdn.net/Nhsoft/archive/2008/04/20/2309744.aspx</link><pubDate>Sun, 20 Apr 2008 19:30:00 GMT</pubDate><guid>http://blog.csdn.net/Nhsoft/archive/2008/04/20/2309744.aspx</guid><wfw:comment>http://blog.csdn.net/Nhsoft/comments/2309744.aspx</wfw:comment><comments>http://blog.csdn.net/Nhsoft/archive/2008/04/20/2309744.aspx#Feedback</comments><slash:comments>12</slash:comments><wfw:commentRss>http://blog.csdn.net/Nhsoft/comments/commentRss/2309744.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2309744</trackback:ping><description>这两年做3D Demo少了，基本被产品在折磨，虽然做的产品都没啥技术含量。不过问题倒见了一大堆。 这两天很想喷一喷的就是Intel的3D Driver问题，或者由Driver引起的问题。&lt;img src ="http://blog.csdn.net/Nhsoft/aggbug/2309744.aspx" width = "1" height = "1" 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