﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><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>博客园-SigEric' Blog-随笔分类-工作日志</title><link>http://www.cnblogs.com/eric720/category/83798.html</link><description>Dig into the 3D world to build up a Magi Engine</description><language>zh-cn</language><lastBuildDate>Thu, 18 Sep 2008 08:40:20 GMT</lastBuildDate><pubDate>Thu, 18 Sep 2008 08:40:20 GMT</pubDate><ttl>60</ttl><item><title>Create objects inside DLL and delete outside will crash?!</title><link>http://www.cnblogs.com/eric720/archive/2008/09/18/1293437.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Thu, 18 Sep 2008 08:17:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2008/09/18/1293437.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/1293437.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2008/09/18/1293437.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/1293437.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/1293437.html</trackback:ping><description><![CDATA[摘要: Sometimes,whenwetrytodeletesomeobjectswhicharecreatedinsideadll,andthedeletionwill...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2008/09/18/1293437.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/1293437.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Shader Engine</title><link>http://www.cnblogs.com/eric720/archive/2008/08/05/1261261.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Tue, 05 Aug 2008 09:38:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2008/08/05/1261261.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/1261261.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2008/08/05/1261261.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/1261261.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/1261261.html</trackback:ping><description><![CDATA[摘要: Okay,okay,Iupdatemyblogfinally.Itisbecausemyproduction'sdevelopmentstageisclosedlast...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2008/08/05/1261261.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/1261261.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Octree sample code for XNA</title><link>http://www.cnblogs.com/eric720/archive/2008/06/11/1217633.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Wed, 11 Jun 2008 14:44:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2008/06/11/1217633.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/1217633.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2008/06/11/1217633.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/1217633.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/1217633.html</trackback:ping><description><![CDATA[摘要: In 3D world, many enthusiastic specialists and PhD are giving their life-time effort to rendering photorealistic objects like milk, skin, water, feather, shadow, etc. No doubt that it is good to have all these physical models about the rendering. When it comes to practical application, we, however, have to made a tradeoff between quality and performance and most of the time, the result yield at the later choice.&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2008/06/11/1217633.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/1217633.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Dynamic Vertex Buffer / Index Buffer in XNA</title><link>http://www.cnblogs.com/eric720/archive/2008/04/30/1178046.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Wed, 30 Apr 2008 09:40:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2008/04/30/1178046.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/1178046.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2008/04/30/1178046.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/1178046.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/1178046.html</trackback:ping><description><![CDATA[摘要: &nbsp;VertexBufferandIndexBufferaretwovital&#8220;components&#8221;inXNArendering.In...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2008/04/30/1178046.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/1178046.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Vertex Buffer Object Manager</title><link>http://www.cnblogs.com/eric720/archive/2008/02/27/1084038.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Wed, 27 Feb 2008 10:32:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2008/02/27/1084038.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/1084038.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2008/02/27/1084038.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/1084038.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/1084038.html</trackback:ping><description><![CDATA[摘要: Ithasbeenalongtimethatnoupdateshowsuphere.Sorry....Ihavebeenworkingontherequirem...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2008/02/27/1084038.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/1084038.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Weekly report</title><link>http://www.cnblogs.com/eric720/archive/2008/01/26/1054128.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Sat, 26 Jan 2008 03:19:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2008/01/26/1054128.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/1054128.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2008/01/26/1054128.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/1054128.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/1054128.html</trackback:ping><description><![CDATA[摘要: &nbsp;Lastweekisalongweekbecauselotsofstuffhappenedwhichmadethedevelopmentprocess...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2008/01/26/1054128.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/1054128.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Antialiasing with post processing ( view port filter )</title><link>http://www.cnblogs.com/eric720/archive/2008/01/12/1036480.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Sat, 12 Jan 2008 13:30:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2008/01/12/1036480.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/1036480.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2008/01/12/1036480.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/1036480.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/1036480.html</trackback:ping><description><![CDATA[摘要: Antialiasing (AA) is old topic for computer graphic since the structure of PC screen is measure by pixel and there is no way to create a unit samller than that, we have no choice but using a way named antialiasing to avoid the jaggy on the edge of the objects.Now, the way of applying the aa effect as the post processing to RT and FBO is described here.&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2008/01/12/1036480.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/1036480.html?type=1" width = "1" height = "1" />]]></description></item><item><title>新环境 新机遇</title><link>http://www.cnblogs.com/eric720/archive/2008/01/06/1027776.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Sun, 06 Jan 2008 05:45:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2008/01/06/1027776.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/1027776.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2008/01/06/1027776.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/1027776.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/1027776.html</trackback:ping><description><![CDATA[摘要: 过了一年才发觉好久没有更新博客了，最近琐事特别多，所以时间感觉是在不够用。新公司在浦东，四号线环线通车后上班还是挺方便的。Mudbox的开发刚刚开始，新的挑战还在前面！！欢迎各位和我讨论图形相...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2008/01/06/1027776.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/1027776.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Teris Game(俄罗斯方块) on Windows Mobile</title><link>http://www.cnblogs.com/eric720/archive/2007/11/22/967942.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Wed, 21 Nov 2007 16:01:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/11/22/967942.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/967942.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/11/22/967942.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/967942.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/967942.html</trackback:ping><description><![CDATA[摘要: The purpose of the project is to train to design, test and code for a small project for a shot period of time, like say 3 days.<br><br>I am using the xp and protoyping iteration for this project to keep updating new feature and making the code to run on Windows, WM5 and WM6.&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/11/22/967942.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/967942.html?type=1" width = "1" height = "1" />]]></description></item><item><title>First 3Ds Max 2008 Scene Explorer extention</title><link>http://www.cnblogs.com/eric720/archive/2007/10/20/931573.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Sat, 20 Oct 2007 09:28:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/10/20/931573.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/931573.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/10/20/931573.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/931573.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/931573.html</trackback:ping><description><![CDATA[摘要: Last Wednesday, I got the the copy of 3Ds Max 2008. And today, I play around the new features of it, mainly focus on the scene explorer.&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/10/20/931573.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/931573.html?type=1" width = "1" height = "1" />]]></description></item><item><title>3Ds Max 2008 !</title><link>http://www.cnblogs.com/eric720/archive/2007/10/19/930500.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Fri, 19 Oct 2007 07:09:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/10/19/930500.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/930500.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/10/19/930500.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/930500.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/930500.html</trackback:ping><description><![CDATA[摘要: 发觉这次从Max 9到2008的升级是革命性的，Maxscript Pro Editor和Scene Explorer的添加是最激动人心的。&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/10/19/930500.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/930500.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Algorithm Analysis of Traffic Interchange and Transportation system </title><link>http://www.cnblogs.com/eric720/archive/2007/10/03/913470.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Wed, 03 Oct 2007 08:57:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/10/03/913470.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/913470.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/10/03/913470.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/913470.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/913470.html</trackback:ping><description><![CDATA[摘要: I went to back SH and stay home for 3 days now, well, the vacation is kinda long for me and prety enjoyable.<br>When I was In BJ, I need to check online whenever I went out for visisting coz my place is quite long way from the places of interests.<br>There is a very good website named GJBJ which can tell u the shortest way and the least interchange times to get to the destination from the start location you specify.&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/10/03/913470.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/913470.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Screenshots for new engines.</title><link>http://www.cnblogs.com/eric720/archive/2007/07/02/803679.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Mon, 02 Jul 2007 15:50:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/07/02/803679.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/803679.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/07/02/803679.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/803679.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/803679.html</trackback:ping><description><![CDATA[摘要: Notmanydescriptions,justletthefpstellthetruth.TheviewerisrunningontheThinkpadT60X14...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/07/02/803679.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/803679.html?type=1" width = "1" height = "1" />]]></description></item><item><title>An exciting Polygon reduction plugin for 3Ds Max 9</title><link>http://www.cnblogs.com/eric720/archive/2007/06/10/778087.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Sun, 10 Jun 2007 03:13:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/06/10/778087.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/778087.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/06/10/778087.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/778087.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/778087.html</trackback:ping><description><![CDATA[摘要: 今天在闲逛3D论坛的时候发现一个期待很久（其实后来发觉是自己孤陋寡闻）的3D模型减面工具——Polygon Cruncher，减面其实不难，难得就难得在这个工具可以在保持Material和texture的情况下进行减面，这简直是太强了~~~~&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/06/10/778087.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/778087.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Automatically convert texture size to nearest-power-of-two</title><link>http://www.cnblogs.com/eric720/archive/2007/06/02/768902.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Sat, 02 Jun 2007 11:19:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/06/02/768902.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/768902.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/06/02/768902.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/768902.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/768902.html</trackback:ping><description><![CDATA[摘要: I found out that there is a serious problem about the format and size of texture. For example, the texture size is not power of two, the tga file is not RLE compressed and etc.<br>All these convertion done manully just tears me out. Then, I came up with a thought to programm an automatic tool in order to do these routine job for me.&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/06/02/768902.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/768902.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Engine exporter v0.1.4 for 3Ds Max 9 under testing</title><link>http://www.cnblogs.com/eric720/archive/2007/05/29/764506.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Tue, 29 May 2007 15:02:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/05/29/764506.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/764506.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/05/29/764506.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/764506.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/764506.html</trackback:ping><description><![CDATA[摘要: 经过一个星期不停的调试，新引擎为3D Studio Max 9的第一个版本的输出工具终于完成了。&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/05/29/764506.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/764506.html?type=1" width = "1" height = "1" />]]></description></item><item><title>How to apply light models of 3Ds Max to your engine</title><link>http://www.cnblogs.com/eric720/archive/2007/05/28/762863.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Mon, 28 May 2007 10:07:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/05/28/762863.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/762863.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/05/28/762863.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/762863.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/762863.html</trackback:ping><description><![CDATA[摘要: 3Ds Max, as the most used modeling software, is selected as the standard for the models in the new Engine.<br><br>For the most used value, like vertex postion, vertex color, vertex normal, face normal, texture maps, material, helpers and etc, you can easily find <br>the solution in Maxscript reference.<br><br>However, I met a small problem when trying to export the parameters for light in Max.&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/05/28/762863.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/762863.html?type=1" width = "1" height = "1" />]]></description></item><item><title>专题：Bounding Volume in Visibility Determination</title><link>http://www.cnblogs.com/eric720/archive/2007/05/13/743481.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Sun, 13 May 2007 14:37:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/05/13/743481.html</guid><description><![CDATA[摘要: 从今天开始不定时写一些3D专题，主要是关于Scene Management的数学和应用。&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/05/13/743481.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/743481.html?type=1" width = "1" height = "1" />]]></description></item><item><title>WPF, XAML, XNA and 3Ds Max 9</title><link>http://www.cnblogs.com/eric720/archive/2007/04/26/728397.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Thu, 26 Apr 2007 07:40:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/04/26/728397.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/728397.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/04/26/728397.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/728397.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/728397.html</trackback:ping><description><![CDATA[摘要: 我现在一直在忙的事情是计划开发一个基于XNA的引擎，同时希望支持用WPF和XAML来做一些简单的Demo，所以需要一个Max插件，支持两种导出格式：XAML和一个未定义的格式&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/04/26/728397.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/728397.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Transforming Normal Vector</title><link>http://www.cnblogs.com/eric720/archive/2007/04/20/721056.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Fri, 20 Apr 2007 06:38:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/04/20/721056.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/721056.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/04/20/721056.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/721056.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/721056.html</trackback:ping><description><![CDATA[摘要: 昨天开始写一些经典的Shader来练手，被一个数学问题难住了，把一个Vertex的Position从World Space转到 View 或者 Projection，我们只要执行 mul(pos, worldView) 或者mul(pos, worldViewProjection)就好了，但Vector如果通过这样的运算之后，得出来的结果是明显不正确的，为了解决这个问题，翻了一下大一的线性代数，推导了一下，得出公式，下面来严格的推导一次。&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/04/20/721056.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/721056.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Stencil Shadow volume using HLSL 3</title><link>http://www.cnblogs.com/eric720/archive/2007/04/11/709682.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Wed, 11 Apr 2007 14:56:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/04/11/709682.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/709682.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/04/11/709682.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/709682.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/709682.html</trackback:ping><description><![CDATA[摘要: 今天认真阅读了NVIDIA，ATI和DirectX关于StencilShadowVolume的描述，大家的生成方法都大同小异，使用的都是Shader的拉伸，都是利用"GhostPolygon"生...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/04/11/709682.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/709682.html?type=1" width = "1" height = "1" />]]></description></item><item><title>The compare between different mapping</title><link>http://www.cnblogs.com/eric720/archive/2007/04/10/707871.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Tue, 10 Apr 2007 14:49:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/04/10/707871.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/707871.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/04/10/707871.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/707871.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/707871.html</trackback:ping><description><![CDATA[摘要: 要了解类似事物的方法最好就是对比，通过对比我们可以记住相同也会留意差异。最近在学习HLSL，自然Mapping也少不了，google了一下，现在的mapping大概分五种：1，Bumpmapping...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/04/10/707871.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/707871.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Stencil Shadow Volume Using HLSL 2</title><link>http://www.cnblogs.com/eric720/archive/2007/04/08/704803.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Sun, 08 Apr 2007 10:22:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/04/08/704803.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/704803.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/04/08/704803.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/704803.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/704803.html</trackback:ping><description><![CDATA[摘要: 前文再续，书接上一回（StencilShadowVolumeusingHLSL）。在NVidiaSDK9,5中已经有一个用HLSLVertexShader实现的stencilVolum...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/04/08/704803.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/704803.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Stencil Shadow Volume using HLSL</title><link>http://www.cnblogs.com/eric720/archive/2007/04/06/703040.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Fri, 06 Apr 2007 10:01:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/04/06/703040.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/703040.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/04/06/703040.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/703040.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/703040.html</trackback:ping><description><![CDATA[摘要: WorkingontheopimizationabouttheshadowrenderingandlearningHLSLthesedays,justhopetomak...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/04/06/703040.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/703040.html?type=1" width = "1" height = "1" />]]></description></item><item><title>What's going on with Eric?</title><link>http://www.cnblogs.com/eric720/archive/2007/03/20/680932.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Tue, 20 Mar 2007 03:54:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/03/20/680932.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/680932.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/03/20/680932.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/680932.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/680932.html</trackback:ping><description><![CDATA[摘要: 好久没有写日志，并不是我偷懒或者遗忘，只是最近在研究ManagedDirectX(MDX),比较入迷，无暇顾Blog。现在写下我这几天的心得。其实综看DirectX的整个渲染架构跟OpenGL大同...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/03/20/680932.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/680932.html?type=1" width = "1" height = "1" />]]></description></item><item><title>从新制定计划</title><link>http://www.cnblogs.com/eric720/archive/2007/02/05/641060.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Mon, 05 Feb 2007 11:19:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/02/05/641060.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/641060.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/02/05/641060.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/641060.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/641060.html</trackback:ping><description><![CDATA[摘要: 之前打算用OGRE作为一个学习的例子，企图深入研究，分析别人的架构，希望为自己写引擎得到一些启发。但，认真看了一个周末加一个工作日，发觉对于一个想我这样没有3维引擎编成背景的人，实在是&#8220;天...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/02/05/641060.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/641060.html?type=1" width = "1" height = "1" />]]></description></item><item><title>下个阶段的计划</title><link>http://www.cnblogs.com/eric720/archive/2007/01/31/636237.html</link><dc:creator>SigEric</dc:creator><author>SigEric</author><pubDate>Wed, 31 Jan 2007 14:17:00 GMT</pubDate><guid>http://www.cnblogs.com/eric720/archive/2007/01/31/636237.html</guid><wfw:comment>http://www.cnblogs.com/eric720/comments/636237.html</wfw:comment><comments>http://www.cnblogs.com/eric720/archive/2007/01/31/636237.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/eric720/comments/commentRss/636237.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/eric720/services/trackbacks/636237.html</trackback:ping><description><![CDATA[摘要: 今天终于完成了Presentation，松一口气~~~~今日和小鸡一起讨论技术问题，感觉很好。其实应该说找到一个志同道合的人，并且可以一起讨论，这个是一件很高兴得事情。我总想不断冲刺，下个阶段，我决...&nbsp;&nbsp;<a href='http://www.cnblogs.com/eric720/archive/2007/01/31/636237.html'>阅读全文</a><img src ="http://www.cnblogs.com/eric720/aggbug/636237.html?type=1" width = "1" height = "1" />]]></description></item></channel></rss>