﻿<?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-mygamelib</title><link>http://www.cnblogs.com/mygamelib/</link><description /><language>zh-cn</language><lastBuildDate>Sat, 26 Jul 2008 07:59:49 GMT</lastBuildDate><pubDate>Sat, 26 Jul 2008 07:59:49 GMT</pubDate><ttl>60</ttl><item><title>vsm vs pcf</title><link>http://www.cnblogs.com/mygamelib/archive/2008/04/25/1170879.html</link><dc:creator>icecoffee</dc:creator><author>icecoffee</author><pubDate>Fri, 25 Apr 2008 04:56:00 GMT</pubDate><guid>http://www.cnblogs.com/mygamelib/archive/2008/04/25/1170879.html</guid><wfw:comment>http://www.cnblogs.com/mygamelib/comments/1170879.html</wfw:comment><comments>http://www.cnblogs.com/mygamelib/archive/2008/04/25/1170879.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/mygamelib/comments/commentRss/1170879.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/mygamelib/services/trackbacks/1170879.html</trackback:ping><description><![CDATA[<p>翻看了n个HLSL，终于把自己的vsm shader写好了。<br />
先发图，上面的2个是pcf,下面是vsm<br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/o_2.PNG" border="0" /><br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/o_3.PNG" border="0" /><br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/o_1.PNG" border="0" /><br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/o_4.PNG" border="0" /><br />
<br />
写一两个shader简单。可真正游戏跑起来情况就复杂了。。<br />
shadow caster可能有骨骼或者没有。<br />
shadow <font face="Verdana">receive</font>r就更复杂了，也许有normal map，也许有parallax,或者还有env map，还有可能上面有一个影子，也可能有n个。。<br />
想到这些。就又崩溃。。。。<br />
<br />
mygamelib，是在ogre的基础上写的，我觉得ogre实现的效果一复杂，所要做的工作量就成倍的增加。。而且渲染的pass又增加，效率又成问题了。。。<br />
<br />
看来要想想办法，能不能让材质系统简单一些，不对是用起来简单一些。。。<br />
还是以前的固定管道简单。。多一张贴图，加上一个stage基本上就解决了问题。。。</p>
 <img src ="http://www.cnblogs.com/mygamelib/aggbug/1170879.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41316/" target="_blank">[新闻]腾讯CEO马化腾:中国互联网业准备再过冬</a>]]></description></item><item><title>shadow map</title><link>http://www.cnblogs.com/mygamelib/archive/2008/04/22/1165269.html</link><dc:creator>icecoffee</dc:creator><author>icecoffee</author><pubDate>Tue, 22 Apr 2008 03:24:00 GMT</pubDate><guid>http://www.cnblogs.com/mygamelib/archive/2008/04/22/1165269.html</guid><wfw:comment>http://www.cnblogs.com/mygamelib/comments/1165269.html</wfw:comment><comments>http://www.cnblogs.com/mygamelib/archive/2008/04/22/1165269.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/mygamelib/comments/commentRss/1165269.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/mygamelib/services/trackbacks/1165269.html</trackback:ping><description><![CDATA[<p>最近没什么事,研究研究shadow map。<br />
paper几年前就看了一大堆，方法无非就是把模型画到一个buffer上面，然后用这个buffer帖到模型上。<br />
暂且就用PCF画影子吧。gears of war貌似也使用的PCF。<br />
做个稍微有点挑战的，点光源吧。<br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/r_捕获.PNG" border="0" /><br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/r_捕获4.PNG" border="0" /><br />
模型有点奇怪，随便在max里拉了一个。<br />
点光源要渲染6次，崩溃。。。<br />
</p>
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