<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>逍遥自在 - </title><link>category/337624.aspx</link><description /><dc:language>zh-CN</dc:language><lastUpdateTime>Tue, 24 Jun 2008 17:28:18 GMT</lastUpdateTime><ttl>60</ttl><item><dc:creator>逍遥剑客</dc:creator><title>第一个DirectShow程序</title><link>http://blog.csdn.net/xoyojank/archive/2008/06/24/2582819.aspx</link><pubDate>Tue, 24 Jun 2008 17:28:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/06/24/2582819.aspx</guid><wfw:comment>comments/2582819.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/06/24/2582819.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/2582819.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2582819</trackback:ping><description>就是SDK里的例子而已&lt;img src ="aggbug/2582819.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>优化3D图形渲染通道负载</title><link>http://blog.csdn.net/xoyojank/archive/2008/03/17/2189854.aspx</link><pubDate>Mon, 17 Mar 2008 01:25:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/03/17/2189854.aspx</guid><wfw:comment>comments/2189854.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/03/17/2189854.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/2189854.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2189854</trackback:ping><description>一般来说，定位渲染通道瓶颈的方法就是改变渲染通道每个步骤的工作量, 如果吞吐量也改变了, 那个步骤就是瓶颈.。找到了瓶颈就要想办法消除瓶颈, 可以减少该步骤的工作量, 增加其他步骤的工作量。 

　　一般在光栅化之前的瓶颈称作”transform bound”, 三角形设置处理后的瓶颈称作”fill bound”定位瓶颈的办法: &lt;img src ="aggbug/2189854.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>OLE控件在Direct3D中的渲染方法</title><link>http://blog.csdn.net/xoyojank/archive/2008/03/15/2185829.aspx</link><pubDate>Sat, 15 Mar 2008 21:05:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/03/15/2185829.aspx</guid><wfw:comment>comments/2185829.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/03/15/2185829.aspx#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>comments/commentRss/2185829.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2185829</trackback:ping><description>前段时间在研究浏览器在游戏中的嵌入, 基本的思路就是在后台打开一个浏览窗口, 然后把它显示的内容拷贝到一张纹理上, 再把纹理在D3D中绘制出来, 至于事件处理就要另做文章了.&lt;img src ="aggbug/2185829.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>SIGGRAPH 2007 papers on the web</title><link>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146421.aspx</link><pubDate>Tue, 04 Mar 2008 12:54:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146421.aspx</guid><wfw:comment>comments/2146421.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146421.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/2146421.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2146421</trackback:ping><description>Page maintained by Ke-Sen Huang and Tim Rowley. Ke-Sen has a mirror page here. If you have additions or changes, send an e-mail. Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint. I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking. Thus you may need to search on the page to find the actual document. &lt;img src ="aggbug/2146421.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>OGRE Team Recommend Books </title><link>http://blog.csdn.net/xoyojank/archive/2008/01/28/2069612.aspx</link><pubDate>Mon, 28 Jan 2008 12:32:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/01/28/2069612.aspx</guid><wfw:comment>comments/2069612.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/01/28/2069612.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/2069612.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2069612</trackback:ping><description>The OGRE Team recommend the following books &lt;img src ="aggbug/2069612.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>D3D深度测试和Alpha混合</title><link>http://blog.csdn.net/xoyojank/archive/2008/01/22/2058566.aspx</link><pubDate>Tue, 22 Jan 2008 12:07:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/01/22/2058566.aspx</guid><wfw:comment>comments/2058566.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/01/22/2058566.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/2058566.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2058566</trackback:ping><description>深度测试
Alpha混合
Alpha测试&lt;img src ="aggbug/2058566.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>完美画质 3D游戏反锯齿技术浅析</title><link>http://blog.csdn.net/xoyojank/archive/2008/01/04/2026129.aspx</link><pubDate>Fri, 04 Jan 2008 22:08:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/01/04/2026129.aspx</guid><wfw:comment>comments/2026129.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/01/04/2026129.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>comments/commentRss/2026129.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2026129</trackback:ping><description>这篇文章发表在2002年8月6日的《电脑商情报》，很不错的一篇技术文章。锯齿一直是困扰着游戏的开发者。这篇文章是专门介绍主流的反锯齿技术的，吐血推荐是一篇非常好的充电文章。&lt;img src ="aggbug/2026129.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>Direct3D纹理映射</title><link>http://blog.csdn.net/xoyojank/archive/2008/01/03/2024033.aspx</link><pubDate>Thu, 03 Jan 2008 23:11:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/01/03/2024033.aspx</guid><wfw:comment>comments/2024033.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/01/03/2024033.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/2024033.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2024033</trackback:ping><description>创建纹理对象纹理过滤方式纹理寻址模式纹理包装&lt;img src ="aggbug/2024033.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>Direct3D资源</title><link>http://blog.csdn.net/xoyojank/archive/2007/12/28/2000716.aspx</link><pubDate>Fri, 28 Dec 2007 23:06:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/12/28/2000716.aspx</guid><wfw:comment>comments/2000716.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/12/28/2000716.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/2000716.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2000716</trackback:ping><description>资源属性Usage. 资源的用途, 如纹理或渲染目标. Format. 数据的格式, 如一个二维表面的像素格式. Pool. 资源所分配的内存空间类型. Type.资源的类型,如顶点缓冲区或一个渲染目标. &lt;img src ="aggbug/2000716.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>Direct3D基础知识</title><link>http://blog.csdn.net/xoyojank/archive/2007/12/26/1967714.aspx</link><pubDate>Wed, 26 Dec 2007 11:15:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/12/26/1967714.aspx</guid><wfw:comment>comments/1967714.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/12/26/1967714.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/1967714.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1967714</trackback:ping><description>重新从头开始学习DX,以前太急于求成了,很多基础知识都没掌握就开始写程序了,结果出了问题很难解决.&lt;img src ="aggbug/1967714.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>PerfHUD性能分析的一点技巧</title><link>http://blog.csdn.net/xoyojank/archive/2007/12/08/1925021.aspx</link><pubDate>Sat, 08 Dec 2007 19:11:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/12/08/1925021.aspx</guid><wfw:comment>comments/1925021.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/12/08/1925021.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/1925021.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1925021</trackback:ping><description>用PerfHUD对3D程序进行性能分析
转自http://www.cnblogs.com/ArenAK&lt;img src ="aggbug/1925021.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>Z buffer 和 W buffer 簡介</title><link>http://blog.csdn.net/xoyojank/archive/2007/11/02/1863733.aspx</link><pubDate>Fri, 02 Nov 2007 17:38:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/11/02/1863733.aspx</guid><wfw:comment>comments/1863733.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/11/02/1863733.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>comments/commentRss/1863733.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1863733</trackback:ping><description>幾乎所有目前的 3D 顯示晶片都有 Z buffer 或 W buffer。不過，還是常常可以看到有人對 Z buffer 和 W buffer 有一些基本的問題，像是 Z buffer 的用途、Z buffer 和 W buffer 的差別、或是一些精確度上的問題等等。這篇文章的目的就是要簡單介紹一下 Z buffer 和 W buffer。 &lt;img src ="aggbug/1863733.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>MD2关键帧动画</title><link>http://blog.csdn.net/xoyojank/archive/2007/06/04/1636870.aspx</link><pubDate>Mon, 04 Jun 2007 01:00:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/06/04/1636870.aspx</guid><wfw:comment>comments/1636870.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/06/04/1636870.aspx#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>comments/commentRss/1636870.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1636870</trackback:ping><description>本想用骨骼动画的，无奈.x格式的太过于复杂，而且游戏业里也不怎么用。只是把它的原理弄明白一些了，但是，我弱小的意志在DirectX SDK那个1000多行的SkinedMesh例子面前顺利地崩溃了，心想，还是先从最基本的关键帧动画开始做吧-_-!&lt;img src ="aggbug/1636870.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>Direct3D学习（六）：动画基础（2）X文件的使用</title><link>http://blog.csdn.net/xoyojank/archive/2007/05/29/1628933.aspx</link><pubDate>Tue, 29 May 2007 03:44:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/05/29/1628933.aspx</guid><wfw:comment>comments/1628933.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/05/29/1628933.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>comments/commentRss/1628933.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1628933</trackback:ping><description>这两天精神不太好，没写，先转一篇同样内容的来凑数吧&lt;img src ="aggbug/1628933.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>Direct3D学习（七）：DirectX下天空盒子的实现</title><link>http://blog.csdn.net/xoyojank/archive/2007/05/29/1628932.aspx</link><pubDate>Tue, 29 May 2007 03:28:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/05/29/1628932.aspx</guid><wfw:comment>comments/1628932.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/05/29/1628932.aspx#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>comments/commentRss/1628932.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1628932</trackback:ping><description>基于立方体贴图的天空盒子&lt;img src ="aggbug/1628932.aspx" width = "1" height = "1" /&gt;</description></item></channel></rss>