test windows live writer

测试文字:

深邃矜持的夜再一次从我的瞳孔中散开,冰冷孤傲的心再一次附上热度,喜欢深深的夜幕,喜欢旷远的苍穹,喜欢无欲则刚的气度。

年幼的时候,喜欢黑夜,喜欢这唯美的满天星斗,月挂树梢。

渐趋成熟的少年时代,喜欢无虑的幻想,喜欢悠远的夜空,喜欢独自一人泡上杯清茶窗前长坐,思索人生。繁星数点,明月高悬,总喜欢放下劳累了一天的工作、学习,注视这无尽的夜。无边的思绪汹涌而来,起伏澎湃。16岁的天空是一片亦真亦幻的天空,喜欢不了的幻想,喜欢真实的孤寂,喜欢站在阳台上望着这深远的夜幕思索自己的人生,思索自己的目标。夜深了,万籁俱寂,我便能与宁静对视,对其诉说。但难以宽慰的冲动,难于捉摸的思绪让我无言地沉默,我不能深刻地了解自己,却能忘我地解剖深深的夜色。

当我孤独地穿梭于拥挤的人群,心力交瘁,而当我静视黑夜时,欣赏着那不一样的广阔时,我会深深地感受到生命的珍贵。其实,人只有在静视黑夜时才会感到自身的缥缈。然而也许我没有经历过梦,没有放弃过梦,还在憧憬着梦的明月……

游鱼戏水的思绪仍在蔓延,黑夜的超脱与宁静正穿梭于我的灵魂———深深的黑夜,深深的我

人生有很多蹊跷迷离的故事,我想我无法也不必去为之会付出太多的伤心与泪水,花开花落,总是自然的。零零整整的琐事,无法挽回的事物就理智地放开吧!接受人生,悠悠岁月情相系,潇洒、无奈、痛苦又何妨。

感受黑夜,深爱黑夜,诠释不一样的别梦依稀。(来自周炜的nehe)

 

测试图片

image

 

直接粘贴代码无高亮显示

/*
*        This Code Was Created By Jeff Molofee 2000
*        A HUGE Thanks To Fredric Echols For Cleaning Up
*        And Optimizing This Code, Making It More Flexible!
*        If You've Found This Code Useful, Please Let Me Know.
*        Visit My Site At nehe.gamedev.net
*/

#include <windows.h>        // Header File For Windows
#include <gl\gl.h>            // Header File For The OpenGL32 Library
#include <gl\glu.h>            // Header File For The GLu32 Library
#include <gl\glaux.h>        // Header File For The Glaux Library

HDC            hDC=NULL;        // Private GDI Device Context
HGLRC        hRC=NULL;        // Permanent Rendering Context
HWND        hWnd=NULL;        // Holds Our Window Handle
HINSTANCE    hInstance;        // Holds The Instance Of The Application

bool    keys[256];            // Array Used For The Keyboard Routine
bool    active=TRUE;        // Window Active Flag Set To TRUE By Default
bool    fullscreen=TRUE;    // Fullscreen Flag Set To Fullscreen Mode By Default

LRESULT    CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);    // Declaration For WndProc

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)        // Resize And Initialize The GL Window
{
    if (height==0)                                        // Prevent A Divide By Zero By
    {
        height=1;                                        // Making Height Equal One
    }

    glViewport(0,0,width,height);                        // Reset The Current Viewport

    glMatrixMode(GL_PROJECTION);                        // Select The Projection Matrix
    glLoadIdentity();                                    // Reset The Projection Matrix

    // Calculate The Aspect Ratio Of The Window
    gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

    glMatrixMode(GL_MODELVIEW);                            // Select The Modelview Matrix
    glLoadIdentity();                                    // Reset The Modelview Matrix
}

code snippet 插件

/*
*        This Code Was Created By Jeff Molofee 2000
*        A HUGE Thanks To Fredric Echols For Cleaning Up
*        And Optimizing This Code, Making It More Flexible!
*        If You've Found This Code Useful, Please Let Me Know.
*        Visit My Site At nehe.gamedev.net
*/
 
#include <windows.h>        // Header File For Windows
#include <gl\gl.h>            // Header File For The OpenGL32 Library
#include <gl\glu.h>            // Header File For The GLu32 Library
#include <gl\glaux.h>        // Header File For The Glaux Library
 
HDC            hDC=NULL;        // Private GDI Device Context
HGLRC        hRC=NULL;        // Permanent Rendering Context
HWND        hWnd=NULL;        // Holds Our Window Handle
HINSTANCE    hInstance;        // Holds The Instance Of The Application
 
bool    keys[256];            // Array Used For The Keyboard Routine
bool    active=TRUE;        // Window Active Flag Set To TRUE By Default
bool    fullscreen=TRUE;    // Fullscreen Flag Set To Fullscreen Mode By Default
 
LRESULT    CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);    // Declaration For WndProc
 
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)        // Resize And Initialize The GL Window
{
    if (height==0)                                        // Prevent A Divide By Zero By
    {
        height=1;                                        // Making Height Equal One
    }
 
    glViewport(0,0,width,height);                        // Reset The Current Viewport
 
    glMatrixMode(GL_PROJECTION);                        // Select The Projection Matrix
    glLoadIdentity();                                    // Reset The Projection Matrix
 
    // Calculate The Aspect Ratio Of The Window
    gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
 
    glMatrixMode(GL_MODELVIEW);                            // Select The Modelview Matrix
    glLoadIdentity();                                    // Reset The Modelview Matrix
}

转载于:https://www.cnblogs.com/guchang/p/3338690.html

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