﻿<?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-oiramario</title><link>http://www.cnblogs.com/oiramario/</link><description /><language>zh-cn</language><lastBuildDate>Sat, 17 May 2008 17:32:00 GMT</lastBuildDate><pubDate>Sat, 17 May 2008 17:32:00 GMT</pubDate><ttl>60</ttl><item><title>CEGUI 0.6.0 Released!</title><link>http://www.cnblogs.com/oiramario/archive/2008/04/09/1145275.html</link><dc:creator>千里马肝</dc:creator><author>千里马肝</author><pubDate>Wed, 09 Apr 2008 08:34:00 GMT</pubDate><guid>http://www.cnblogs.com/oiramario/archive/2008/04/09/1145275.html</guid><wfw:comment>http://www.cnblogs.com/oiramario/comments/1145275.html</wfw:comment><comments>http://www.cnblogs.com/oiramario/archive/2008/04/09/1145275.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/oiramario/comments/commentRss/1145275.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/oiramario/services/trackbacks/1145275.html</trackback:ping><description><![CDATA[<span class="postbody">The Crazy Eddie's GUI System project (crayzedsgui on sourceforge.net) is pleased to announce the release of version 0.6.0 of the Crazy Eddie's GUI System library and associated CELayoutEditor and CEImagesetEditor tools. <br />
<br />
Founded in 2003, Crazy Eddie's GUI System has consistently been one of the favourite choices for the serious game or multimedia developer needing a mature, stable and flexible rendered GUI solution. The library is open source, highly configurable and offers virtually unrivalled skinning opportunities via its "Falagard" XML skinning system. Crazy Eddie's GUI System library is released under the MIT license, thus offering the ultimate flexibility for all usage scenarios. <br />
<br />
The 0.6.0 release comes some 16 months after the previous release, and marks the official return of Paul D Turner (CrazyEddie) as project leader and as a permanent member on the development team. <br />
<br />
For more information about Crazy Eddie's GUI System see the project website at <a href="http://www.cegui.org.uk./" target="_blank">http://www.cegui.org.uk.</a> Support requests for the library and associated tools, in the first instance, should be directed at the Crazy Eddie's GUI System project forums at <a href="http://forums.cegui.org.uk./" target="_blank">http://forums.cegui.org.uk.</a> <br />
<br />
You can get the files at the <a class="postlink" href="http://www.cegui.org.uk/wiki/index.php/Downloads" target="_blank">CEGUI Downloads page</a> <br />
<br />
The ChangeLog entries for the 0.6.0 release of the library are as follows: <br />
<br />
</span>
<table cellspacing="1" cellpadding="3" width="90%" align="center" border="0">
    <tbody>
        <tr>
            <td><span class="genmed"><strong>Quote:</strong></span></td>
        </tr>
        <tr>
            <td class="quote"><br />
            Release 0.6.0 <br />
            ============= <br />
            Added: New text demo (rewrite of Demo4) <br />
            Added: First attempt at mingw32 / cross-compile support. <br />
            Added: Extend support of CEGUI_SAMPLE_DATAPATH environment variable to Windows platforms too. <br />
            Added: Missing Samples/datafiles/Makefile.am file <br />
            Added: Levia's GroupBox to the Lua module. <br />
            Added: Warning log level to the Lua module. <br />
            Added: Levia's GroupBox to the code and looknfeel. Thanks <img alt="Smile" src="http://www.cegui.org.uk/phpBB2/images/smiles/icon_smile.gif" border="0" /> <br />
            Added: Exception type, line and file info - See <a href="http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2799" target="_blank">http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2799</a> <br />
            Added: CEGUIDeadException Macro to required.h for this purpose. <br />
            Added: Static Build Support <br />
            Added: Imagesets Added <br />
            Added: Tree Widget Added <br />
            Added: ScriptWindowHelper Added <br />
            Added: Tree Demo Added <br />
            Added: Instanced Windows Demo Added <br />
            Added: Tree &amp; TreeItem Packages Added <br />
            Added: ScriptWindowHelper Package Added <br />
            Added: (MacOS) Got most of the samples to build and run, except FalagardDemo1 and Minesweeper. <br />
            Added: support for Expat XML parser on the Mac. <br />
            <br />
            Removed: XMLRefSchema/Makefile.am - this is now no longer needed. <br />
            <br />
            Modified: Applied ticket #173 <br />
            Modified: Renamed Demo4 to TextDemo (in progress). <br />
            Modified: linux (and mingw32) will try with and without the 'lib' prefix when loading dynamic modules. <br />
            Modified: Applied this patch: <a href="http://www.cegui.org.uk/mantis/view.php?id=168" target="_blank">http://www.cegui.org.uk/mantis/view.php?id=168</a> <br />
            Modified: datafiles are now installed on linux (e.g. /usr/local/share/CEGUI/) <br />
            Modified: Minor change to update a contact address (main purpose of this is actually to test the svn change notification system). <br />
            Modified: RTTI and Loggers - See <a href="http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2816" target="_blank">http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2816</a> <br />
            Modified: Updated samples with new exception code <br />
            Modified: Applied large patches. For details see this thread: <a href="http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2766" target="_blank">http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2766</a> <br />
            Modified: setDefaultXMLParserName now unloads the default dynamic module and loads a new one provided you are not statically linking. <br />
            Modified: tolua++cegui changes in exception handlers. <br />
            Modified: Large Premake updates <br />
            <br />
            Coding Standards: CEGUI does not use the NULL macro in code. <br />
            Coding Standards: the prefix used for data members on the CEGUI project is d_ and not m_ <br />
            <br />
            Bug Fix: Corona based image codec would not build. <br />
            Bug Fix: Resolve a thousand and one "deprecated conversion from string constant to 'char*'" warnings that spew forth from gcc 4.2.x. <br />
            Bug Fix: Lua 5.1 removes table.setn - update code to use alternate method of ensuring table is indeed empty. <br />
            Bug Fix: The CEGUIDeadException macro was causing the exceptions to be caught by value; this fixes it so they are caught by reference. <br />
            Bug Fix: Exception base class destructor should be public. <br />
            Bug Fix: Minor TextDemo fix - gcc does not like temporary objects passed as arguments for non-const function parameters. <br />
            Bug Fix: Autotool build fix for TextDemo. <br />
            Bug Fix: Small compile fix for VS <br />
            Bug Fix: Groupbox fix (disabled 'ristOnClick') <br />
            Bug Fix: Window::isTopOfZOrder had an incorrectly constructed loop control. (http://www.cegui.org.uk/mantis/view.php?id=172) <br />
            Bug Fix: PixelAligned macro was incorrect when working with negative values. (http://www.cegui.org.uk/mantis/view.php?id=167) <br />
            Bug Fix: Listbox and MulticolumnList were not re-sorting the list in resonse to calling handleUpdatedItemData which resulted in an incorrectly ordered list if items had changed in a manner that invalidated the current order (in the simplest case, just by changing an items text). (http://www.cegui.org.uk/mantis/view.php?id=162) <br />
            Bug Fix: The 'selected item' as returned by Combobox would revert to 0 after interaction with the user that did not end with a positive list selection - this is incorrect; any previous selection should be preserved if the user backs out of making a new selection in the list. NB: A side effect of this fix is a change in the order that some events are fired. Previously the droplist show/hide event came first (before any selection events), now the show/hide events come after any selection events. (http://www.cegui.org.uk/mantis/view.php?id=164). <br />
            Bug Fix: Slider thumb was not showing up when used within a TabControl. Actual bug was related to thumb getting initialised with bad data caused by unchecked divide by zero in the Falagard window renderer. (http://www.cegui.org.uk/mantis/view.php?id=145) <br />
            Bug Fix: Invalidating only cached clipped areas for a window was not having the desired effect on child content. Fix addresses <a href="http://www.cegui.org.uk/mantis/view.php?id=165" target="_blank">http://www.cegui.org.uk/mantis/view.php?id=165</a> <br />
            Bug Fix: Any window responding to a left mouse button down event would always report the event as 'unhandled' even though it may have taken action based on the event (thus, handling it). Event is now marked as 'handled' if, but only if, the window has to take action such as activating the window or making a change in the z-order. (http://www.cegui.org.uk/mantis/view.php?id=136) <br />
            Bug Fix: MultiLineEditbox::onCharacter should only say it handled the event if it really did. (http://www.cegui.org.uk/mantis/view.php?id=155) <br />
            Bug Fix: Widgets with a push-button-esque behaviour were not behaving correctly as regards to being obscured by a window with mouse pass through enabled.(http://www.cegui.org.uk/mantis/view.php?id=154 and <a href="http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2971" target="_blank">http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2971</a>) <br />
            Bug Fix: We were incorrectly using the clock() function as a timer. (http://www.cegui.org.uk/mantis/view.php?id=153) <br />
            Bug Fix: Certain assign, append, and insert operations in CEGUI::String would illegally operate beyond the length of the object being assigned, appended or inserted. (http://www.cegui.org.uk/mantis/view.php?id=152) <br />
            Bug Fix: Bug where MultiColumnListProperties::MultiColumnListProperties::set was using String::substr incorrectly and accessing chars beyond the end of the string. This fix is actually a total rewrite that makes the function a lot more robust, and removes a couple of other issues too. (http://www.cegui.org.uk/mantis/view.php?id=171) <br />
            Bug Fix: Correctly check for dl and pthread libs. (http://www.cegui.org.uk/mantis/view.php?id=143) <br />
            Bug Fix: Lua was not correctly detected on (K)Ubuntu type systems (http://www.cegui.org.uk/mantis/view.php?id=138) <br />
            Bug Fix: Support lua 5.1 in CEGUILua.cpp (not sure of generator status with 5.1) (http://www.cegui.org.uk/mantis/view.php?id=161) <br />
            Bug Fix: CEGUIXercesParser was not compiling with 2.8 version of xerces-c++. (http://www.cegui.org.uk/mantis/view.php?id=163). <br />
            Bug Fix: TaharezLook.looknfeel did not conform to the required schema (http://www.cegui.org.uk/mantis/view.php?id=163) <br />
            Bug Fix: Ogre and Irrlicht sample base apps still had CEGUI_SAMPLE_DATAPATH defines <br />
            Bug Fix: Demo8 restored to working state. <br />
            Bug Fix: Fixed bug in CreateWindow which would never allow empty name while having a prefix. <br />
            Bug Fix: Fixed/revamped TabControlDemo, because it didn't work anymore because of underlying code changes. <br />
            Bug Fix: Added re-sorting to a listbox after user <br />
            Bug Fix: There was an incorrect compiler flag when bringing in the DevIL libs (autotools build). <br />
            Bug Fix: 'make dist' should now include everything required (on linux at least) <br />
            Bug Fix: Updated irrlicht support to 1.4 (and beyond?) <br />
            Bug Fix: Updated TreeDemo to build and run on linux <br />
            Bug Fix: Change TabPane into TabContentPane. Thanks to Liberator for pointing this inconsistency out. <br />
            Bug Fix: Autotools build was missing the CEGUIGroupBox files. <br />
            Bug Fix: Resorting of lists and trees happened High to Low. This should be the reverse i think. <br />
            Bug Fix: Resolved ticket 160: Missing #pragma warning(pop) in elements/CEGUISpinner.h <br />
            Bug Fix: Resolved ticket 158: MultiColumnList Font NOT in ListHeaderSegment! <br />
            Bug Fix: Applied Liberator's tree fix patch. <br />
            Bug Fix: Applied ldb's OIS patch. <br />
            Bug Fix: Applied ldb's patch. <br />
            Bug Fix: Tree Node Button Fixes <br />
            Bug Fix: Static Call Fix in setDefaultXMLParserName <br />
            Bug Fix: Changed 'friend TreeItem;' into 'friend class TreeItem;' for non-MS compilers. <a href="http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2598" target="_blank">http://www.cegui.org.uk/phpBB2/viewtopic.php?t=2598</a> <br />
            Bug Fix: warnings of unused local variables in lua_CEGUI.cpp fixed. <br />
            Bug Fix: Fixed Memory Leak in Lua Scripting Module when it throws and helper object has already been created. <br />
            Bug Fix: Irrlicht Support Fixed <br />
            Bug Fix: (MacOS) Updated PCRE build to include UTF8 support so Minesweeper will run. (PCRE project is separate from this.) <br />
            Bug Fix: (MacOS) Added some shell redirects so that the resource copy for the sample apps doesn't spit out false alarm errors about not being able to copy SVN files. <br />
            Bug Fix: (MacOS) Fixed a ID string that prevented the FalagardWRBase bundle from loading properly. <br />
            Bug Fix: Adjusted the pathing for GL sample application so it can find Mac resources. <br />
            Bug Fix: Updated OpenGLBaseApplication to look for Mac resources in the right place. <br />
            Bug Fix: Fixes to build options for Mac sample apps. <br />
            Bug Fix: Changes to v0-5 branch merged in. <br />
            </td>
        </tr>
    </tbody>
</table>
<img src ="http://www.cnblogs.com/oiramario/aggbug/1145275.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://oiramario.cnblogs.com/" target="_blank">千里马肝</a> 2008-04-09 16:34 <a href="http://www.cnblogs.com/oiramario/archive/2008/04/09/1145275.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>ogre plugin for 3dmax 最新进度和功能说明</title><link>http://www.cnblogs.com/oiramario/archive/2008/03/18/1111462.html</link><dc:creator>千里马肝</dc:creator><author>千里马肝</author><pubDate>Tue, 18 Mar 2008 05:55:00 GMT</pubDate><guid>http://www.cnblogs.com/oiramario/archive/2008/03/18/1111462.html</guid><wfw:comment>http://www.cnblogs.com/oiramario/comments/1111462.html</wfw:comment><comments>http://www.cnblogs.com/oiramario/archive/2008/03/18/1111462.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/oiramario/comments/commentRss/1111462.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/oiramario/services/trackbacks/1111462.html</trackback:ping><description><![CDATA[&nbsp;1. position, diffuse, normal, texcoordx的导出<br />
&nbsp;2. multi material的处理<br />
&nbsp;3. 最小化vertex复制/拆分<br />
<!--endfragment-->&nbsp;4. material及sub-material数据导出<br />
&nbsp;5. two-sided material的支持（自动复制出背面顶点信息）<br />
&nbsp;6. 智能texture自动复制<br />
&nbsp;7. bone animation的完全支持<br />
&nbsp;8. helper虚拟体的导出支持<br />
&nbsp;9. skeleton文件合并<br />
10. 相同max文件多个动作帧的导出<br />
11. 美术使用mirror一类指令后需要flip normal<br />
12.&nbsp;导出时进度百分比及信息显示<br />
<br />
最近杂事比较多，并没有大把时间做这个，计划中接下来将会加入的有：<br />
&nbsp;1. vertex anmation的支持<br />
&nbsp;2. 与oFusion对比，对于组成部分简单的模型在导出时，我的插件输出的顶点数目与其一样；但是复杂的情况下，如multi-material时，我的顶点就较多，尚未想到更优化的vertex复制/拆分方法<br />
&nbsp;3. 与oFusion对比，它所导出的bone数据更少，我目前是per bone的per frame数据全部导出，看它只导出了部分，不知道原因为何。（但是oFusion导出很多模型时动作有问题）<br />
<br />
其他就是一些代码优化和DEBUG的事情<br />
在处理vertex复制/拆分时印象比较深，算法的改进对于计算时间的减少实在是很有效的，非常有效！！！<br />
 <img src ="http://www.cnblogs.com/oiramario/aggbug/1111462.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://oiramario.cnblogs.com/" target="_blank">千里马肝</a> 2008-03-18 13:55 <a href="http://www.cnblogs.com/oiramario/archive/2008/03/18/1111462.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>DirectX SDK (March 2008) Released   </title><link>http://www.cnblogs.com/oiramario/archive/2008/03/18/1111426.html</link><dc:creator>千里马肝</dc:creator><author>千里马肝</author><pubDate>Tue, 18 Mar 2008 05:35:00 GMT</pubDate><guid>http://www.cnblogs.com/oiramario/archive/2008/03/18/1111426.html</guid><wfw:comment>http://www.cnblogs.com/oiramario/comments/1111426.html</wfw:comment><comments>http://www.cnblogs.com/oiramario/archive/2008/03/18/1111426.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/oiramario/comments/commentRss/1111426.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/oiramario/services/trackbacks/1111426.html</trackback:ping><description><![CDATA[这次MS瘦身的决心蛮大的，为了推进最新的VS和OS可谓不遗余力，大家一起跟着跑吧。。。<br />
<font face="Verdana"><a href="http://download.microsoft.com/download/d/b/9/db9153aa-4419-4a06-a1f1-aafd7944f453/dxsdk_march2008.exe">http://download.microsoft.com/download/d/b/9/db9153aa-4419-4a06-a1f1-aafd7944f453/dxsdk_march2008.exe</a><br />
<br />
The DirectX SDK March 2008 release is now live!<br />
<br />
<a onclick="return top.js.OpenExtLink(window,event,this)" href="http://msdn2.microsoft.com/en-us/directx/aa937788.aspx" target="_blank">http://msdn2.microsoft.com/en<wbr>-us/directx/aa937788.aspx</a><br />
<br />
The What's New and Release notes are included below. Note that our next scheduled release for the DirectX SDK is for June 2008.<br />
<br />
-Chuck Walbourn<br />
SDE, XNA Developer Connection<br />
<br />
What's New in the March 2008 DirectX SDK<br />
<br />
This version of the DirectX SDK contains the following new features, tools, and documentation.<br />
<br />
Direct3D 10.1 RTM<br />
<br />
Direct3D 10.1 is an incremental, side-by-side update to Direct3D 10 that provides a series of new rendering features that will be available in an upcoming generation of graphics hardware.<br />
<br />
&nbsp;* &nbsp; TextureCube Arrays which are dynamically indexable in shader code.<br />
&nbsp;* &nbsp; An updated shader model (shader model 4.1).<br />
&nbsp;* &nbsp; The ability to select the MSAA sample pattern for a resource from a palette of patterns, and retrieve the corresponding sample positions.<br />
&nbsp;* &nbsp; The ability to render to block-compressed textures.<br />
&nbsp;* &nbsp; More flexibility with respect to copying of resources.<br />
&nbsp;* &nbsp; Support for blending on all unorm and unorm formats.<br />
The DirectX SDK now contains the proper headers, libraries, debug binaries, and an updated version of the Direct3D 10 reference rasterizer to support development of Direct3D 10.1 applications. Direct3D 10.1 requires Windows Vista SP1, which is available to MSDN subscribers currently and publicly available on Windows Update in mid-March.<br />
<br />
XAudio2 and XACT3 RTM<br />
<br />
The libraries for XAudio2 and XACT3 are now supported release versions.<br />
<br />
xWMA Decoding in XAudio2 and XACT3<br />
<br />
Both XAudio2 and XACT3 now support xWMA&gt; decoding in software on both Xbox 360 and Windows. xWMA uses the WMA bitstream format in a light-weight wrapper and can provide 1.5X the compression compared with XMA at similar quality. xWMA is very useful for types of content, such as dialog or music, for which you can afford a small CPU hit to achieve much greater compression. A quality setting similar to XMA's allows you to increase or decrease compression to adjust sound performance.<br />
<script><!-- D(["mb","\n\u003cbr /\u003e\nThis SDK also includes WMAEncode, a command-line tool that allows you to create xWMA content for use in both XAudio2 and XACT3.\u003cbr /\u003e\n\u003cbr /\u003e\nXACT3 Exposes a Filter On Every Track\u003cbr /\u003e\n\u003cbr /\u003e\nXACT3 now exposes a filter on every track, letting the sound designer set the filter type and parameters (filter width and the cutoff/center frequency). The filter can be set directly on a track or it can be attached to an RPC. Sound designers can set either specific filter parameters, or they can specify a range, and a random value in that range will then be selected for the parameter each time the track is played.\u003cbr /\u003e\n\u003cbr /\u003e\nPIX Stability Improvements\u003cbr /\u003e\n\u003cbr /\u003e\nThis release of PIX has improved stability when doing single-frame captures of Direct3D 10 applications. It also features improved reliability of shader debugging and pixel history.\u003cbr /\u003e\n\u003cbr /\u003e\nChanges in Visual Studio Support\u003cbr /\u003e\n\u003cbr /\u003e\nThe March 2008 DirectX SDK includes support for Visual Studio 2008. The DirectX SDK continues to maintain support for Visual Studio 2005, but Visual Studio 2003 is no longer supported.\u003cbr /\u003e\n\u003cbr /\u003e\nGames for Windows Technical Requirements and Test Requirements Updated\u003cbr /\u003e\n\u003cbr /\u003e\nThe Technical Requirements documents have been updated with additional clarifications and improved test cases. No Technical Requirements were changed.\u003cbr /\u003e\n\u003cbr /\u003e\nNew and Updated Samples\u003cbr /\u003e\n\u003cbr /\u003e\nThis release has several new samples. In addition, all audio samples that were using XACT and DirectSound have been updated to use XACT3 and XAudio2. All DirectSound samples have been removed.\u003cbr /\u003e\n\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; The PIX Game Debugging sample demonstrates common techniques for debugging games by using PIX for Windows.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; The ProceduralMaterials sample shows various procedural materials that are created through shaders.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; The SubD10 sample demonstrates Charles Loop\'s and Scott Schaefer\'s Approximate Catmull-Clark subdivision surface technique running on D3D10 hardware.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; The VideoMemory sample shows how to use various methods to determine the amount of video memory available on a system.\u003cbr /\u003e",1]
);

//--></script><br />
This SDK also includes WMAEncode, a command-line tool that allows you to create xWMA content for use in both XAudio2 and XACT3.<br />
<br />
XACT3 Exposes a Filter On Every Track<br />
<br />
XACT3 now exposes a filter on every track, letting the sound designer set the filter type and parameters (filter width and the cutoff/center frequency). The filter can be set directly on a track or it can be attached to an RPC. Sound designers can set either specific filter parameters, or they can specify a range, and a random value in that range will then be selected for the parameter each time the track is played.<br />
<br />
PIX Stability Improvements<br />
<br />
This release of PIX has improved stability when doing single-frame captures of Direct3D 10 applications. It also features improved reliability of shader debugging and pixel history.<br />
<br />
Changes in Visual Studio Support<br />
<br />
The March 2008 DirectX SDK includes support for Visual Studio 2008. The DirectX SDK continues to maintain support for Visual Studio 2005, but Visual Studio 2003 is no longer supported.<br />
<br />
Games for Windows Technical Requirements and Test Requirements Updated<br />
<br />
The Technical Requirements documents have been updated with additional clarifications and improved test cases. No Technical Requirements were changed.<br />
<br />
New and Updated Samples<br />
<br />
This release has several new samples. In addition, all audio samples that were using XACT and DirectSound have been updated to use XACT3 and XAudio2. All DirectSound samples have been removed.<br />
<br />
&nbsp;* &nbsp; The PIX Game Debugging sample demonstrates common techniques for debugging games by using PIX for Windows.<br />
&nbsp;* &nbsp; The ProceduralMaterials sample shows various procedural materials that are created through shaders.<br />
&nbsp;* &nbsp; The SubD10 sample demonstrates Charles Loop's and Scott Schaefer's Approximate Catmull-Clark subdivision surface technique running on D3D10 hardware.<br />
&nbsp;* &nbsp; The VideoMemory sample shows how to use various methods to determine the amount of video memory available on a system.<br />
<script><!-- D(["mb","\n\u003cbr /\u003e\n\u003cbr /\u003e\nKnown Issues with the March 2008 SDK\u003cbr /\u003e\n\u003cbr /\u003e\nBreaking Changes in the HLSL Compiler\u003cbr /\u003e\n\u003cbr /\u003e\nIn order to improve the performance and usability of the HLSL compiler for both 10 and 9 targets, changes were made to the parser component of the HLSL compiler. Several of these changes may require you to change your HLSL code. For most of the impactful changes, using the compatibility compilation flag (/Gec) will suppress the parser change.\u003cbr /\u003e\n\u003cbr /\u003e\nNote: These changes do not affect the legacy D3D9-only HLSL compiler that is enabled using the /LD switch.\u003cbr /\u003e\n\u003cbr /\u003e\n\u003cbr /\u003e\n\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Type double cannot be used.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Type half can no longer be used as a global variable type. This can be suppressed using the compatibility compilation flag (/Gec).\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Built-in types such as float4 can no longer be redefined as other types via typedef.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Type void is no longer legal as a parameter or member type.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Floating-point literals are now an \u0026quot;any float\u0026quot; type, changing overload resolution in some cases.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Default parameters are now always resolved statically. It is no longer legal to give default parameters in a function definition if there is a prototype. Defaults can only be given in the prototype.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Default parameter values are no longer legal for inout and out parameters.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Target qualifiers (i.e. ps_4_0) can no longer be specified for functions.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; All semantic target strings are now validated at parse time and must match valid target names.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; All global variables are now implicitly const. This can be suppressed using the compatibility compilation flag (/Gec).\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Comparisons between signed and unsigned values now produce a warning.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Redefining a loop variable in a following loop generates a warning that the variable has been redefined.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Techniques names are now contained in the global scope. Therefore you cannot have multiple techniques of the same name, and you cannot have a function and a technique of the same name.\u003cbr /\u003e",1]
);

//--></script><br />
<br />
Known Issues with the March 2008 SDK<br />
<br />
Breaking Changes in the HLSL Compiler<br />
<br />
In order to improve the performance and usability of the HLSL compiler for both 10 and 9 targets, changes were made to the parser component of the HLSL compiler. Several of these changes may require you to change your HLSL code. For most of the impactful changes, using the compatibility compilation flag (/Gec) will suppress the parser change.<br />
<br />
Note: These changes do not affect the legacy D3D9-only HLSL compiler that is enabled using the /LD switch.<br />
<br />
<br />
<br />
&nbsp;* &nbsp; Type double cannot be used.<br />
&nbsp;* &nbsp; Type half can no longer be used as a global variable type. This can be suppressed using the compatibility compilation flag (/Gec).<br />
&nbsp;* &nbsp; Built-in types such as float4 can no longer be redefined as other types via typedef.<br />
&nbsp;* &nbsp; Type void is no longer legal as a parameter or member type.<br />
&nbsp;* &nbsp; Floating-point literals are now an "any float" type, changing overload resolution in some cases.<br />
&nbsp;* &nbsp; Default parameters are now always resolved statically. It is no longer legal to give default parameters in a function definition if there is a prototype. Defaults can only be given in the prototype.<br />
&nbsp;* &nbsp; Default parameter values are no longer legal for inout and out parameters.<br />
&nbsp;* &nbsp; Target qualifiers (i.e. ps_4_0) can no longer be specified for functions.<br />
&nbsp;* &nbsp; All semantic target strings are now validated at parse time and must match valid target names.<br />
&nbsp;* &nbsp; All global variables are now implicitly const. This can be suppressed using the compatibility compilation flag (/Gec).<br />
&nbsp;* &nbsp; Comparisons between signed and unsigned values now produce a warning.<br />
&nbsp;* &nbsp; Redefining a loop variable in a following loop generates a warning that the variable has been redefined.<br />
&nbsp;* &nbsp; Techniques names are now contained in the global scope. Therefore you cannot have multiple techniques of the same name, and you cannot have a function and a technique of the same name.<br />
<script><!-- D(["mb","\n\u0026nbsp;* \u0026nbsp; For Direct3D 10 targets, developers can no longer bind two different variables to the same constant register. For example, the following code is no longer legal:\u003cbr /\u003e\n\u003cbr /\u003e\nconst float4 a : register(c30);\u003cbr /\u003e\n\u003cbr /\u003e\nconst float4 b : register(c30);\u003cbr /\u003e\n\u003cbr /\u003e\nTo correct this code and produce the exact same compiled code, it should be changed to the following:\u003cbr /\u003e\n\u003cbr /\u003e\n\u003cbr /\u003e\n\u003cbr /\u003e\nconst float4 a: register(c30); static const float4 b \u003d a;\u003cbr /\u003e\nBreaking Change in XAPO\u003cbr /\u003e\n\u003cbr /\u003e\nIn order to improve the performance and usability of XAPO, the March 2008 SDK has several changes that will affect a title:\u003cbr /\u003e\n\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; IXAPO::Enable and IXAPO::Disable have been removed. Developers should use the IsEnabled parameter of IXAPO:Process instead.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; IXAPO::LockForProcess now takes a parameter of type XAPO_LOCKFORPROCESS_BUFFER\u003cwbr /\u003e_PARAMETER* intead of XAPO_LOCKFORPROCESS_BUFFERPARA\u003cwbr /\u003eMETER**.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; IXAPO::Process now takes a parameter of type XAPO_PROCESS_BUFFER_PARAMETERS\u003cwbr /\u003e* instead of XAPO_PROCESS_BUFFER_PARAMETERS\u003cwbr /\u003e**.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; CXAPOBase now implements IUnknown so that titles don\'t need to do this.\u003cbr /\u003e\nxWMA and Looping\u003cbr /\u003e\n\u003cbr /\u003e\nThe xWMA encoder may add a variable amount of silence (up to several hundred milliseconds) to the end of waves. Volume fades authored into the beginning and end of waves may mitigate noticeable pauses on loop, but for seamless looping of waves, users should consider using ADPCM on Windows or XMA on Xbox 360.\u003cbr /\u003e\n\u003cbr /\u003e\nxWMA Compression Doesn\'t Support AIFF Sources\u003cbr /\u003e\n\u003cbr /\u003e\nIn the March 2008 SDK, content creators must use WAV files if they want to use xWMA compression. The AIFF file format can be used for ADPCM and XMA compression. In a future release of the SDK, AIFF will be supported in xWMA.\u003cbr /\u003e\n\u003cbr /\u003e\n32 kHz Stereo xWMA Content Currently Unsupported in XACT\u003cbr /\u003e\n\u003cbr /\u003e\nIn the March 2008 SDK, compressing 32 kHz stereo audio files to the xWMA format is unsupported in XACT. In debug builds, this content will generate the following assert:\u003cbr /\u003e",1]
);

//--></script>&nbsp;* &nbsp; For Direct3D 10 targets, developers can no longer bind two different variables to the same constant register. For example, the following code is no longer legal:<br />
<br />
const float4 a : register(c30);<br />
<br />
const float4 b : register(c30);<br />
<br />
To correct this code and produce the exact same compiled code, it should be changed to the following:<br />
<br />
<br />
<br />
const float4 a: register(c30); static const float4 b = a;<br />
Breaking Change in XAPO<br />
<br />
In order to improve the performance and usability of XAPO, the March 2008 SDK has several changes that will affect a title:<br />
<br />
&nbsp;* &nbsp; IXAPO::Enable and IXAPO::Disable have been removed. Developers should use the IsEnabled parameter of IXAPO:Process instead.<br />
&nbsp;* &nbsp; IXAPO::LockForProcess now takes a parameter of type XAPO_LOCKFORPROCESS_BUFFER<wbr>_PARAMETER* intead of XAPO_LOCKFORPROCESS_BUFFERPARA<wbr>METER**.<br />
&nbsp;* &nbsp; IXAPO::Process now takes a parameter of type XAPO_PROCESS_BUFFER_PARAMETERS<wbr>* instead of XAPO_PROCESS_BUFFER_PARAMETERS<wbr>**.<br />
&nbsp;* &nbsp; CXAPOBase now implements IUnknown so that titles don't need to do this.<br />
xWMA and Looping<br />
<br />
The xWMA encoder may add a variable amount of silence (up to several hundred milliseconds) to the end of waves. Volume fades authored into the beginning and end of waves may mitigate noticeable pauses on loop, but for seamless looping of waves, users should consider using ADPCM on Windows or XMA on Xbox 360.<br />
<br />
xWMA Compression Doesn't Support AIFF Sources<br />
<br />
In the March 2008 SDK, content creators must use WAV files if they want to use xWMA compression. The AIFF file format can be used for ADPCM and XMA compression. In a future release of the SDK, AIFF will be supported in xWMA.<br />
<br />
32 kHz Stereo xWMA Content Currently Unsupported in XACT<br />
<br />
In the March 2008 SDK, compressing 32 kHz stereo audio files to the xWMA format is unsupported in XACT. In debug builds, this content will generate the following assert:<br />
<script><!-- D(["mb","\n\u003cbr /\u003e\nASSERT FAILED: InputWMAFormatInfo.wmaFormat\u003cwbr /\u003e.nBlockAlign \u003d\u003d pSourceFormat-\u0026gt;nBlockAlign\u003cbr /\u003e\n\u003cbr /\u003e\nIn retail builds, the same content may not play. In a future release of the SDK, this format will be supported.\u003cbr /\u003e\n\u003cbr /\u003e\nXACT Platform-Specific Compression Restrictions\u003cbr /\u003e\n\u003cbr /\u003e\nIn XACT, users should ensure that compression presets are valid for a given wave on all platforms; if compression fails, the wave will revert to use no compression preset, and therefore will be uncompressed on all platforms. For Windows exclusive titles, ensure that the Xbox 360 format setting is PCM to avoid this issue. On Xbox 360, ensure that all XMA-compressed waves are 16-bit. On Windows and Xbox 360, ensure that all xWMA-compressed waves use xWMA\'s supported sampling rates. This issue will be fixed in a future release of the SDK.\u003cbr /\u003e\n\u003cbr /\u003e\nIXAudio2::GetPerformanceData Returns Incorrect Value for Total Number of Audio Dropouts\u003cbr /\u003e\n\u003cbr /\u003e\nIn the March 2008 SDK, the IXAudio2::GetPerformanceData method returns an incorrect value for the total number of audio dropouts (GlitchesSinceLastQuery) since the last call to IXAudio2::GetPerformanceData. The other data returned by IXAudio2::GetPerformanceData is accurate. In a future release of the SDK, IXAudio2::GetPerformanceData will accurately report the total number of audio droppouts.\u003cbr /\u003e\n\u003cbr /\u003e\nEncoding Tiny Files or Files with Tiny Loops Generate an Error in XACT\u003cbr /\u003e\n\u003cbr /\u003e\nVery small audio files (PCM size of 1024 bytes or less) or those with very small loop points (for 16-bit waves, less than 64 samples) will generate an error when attempting to ADPCM compress them in XACT; titles should use PCM for waves and loop regions that are this small. This issue will be fixed in a future release of the SDK.\u003cbr /\u003e\n\u003cbr /\u003e\nXAudio2: Queries about Volume, Pitch, Frequency Ratio, and Filter Parameters May Not Return Currently Set Values\u003cbr /\u003e\n\u003cbr /\u003e\nIn the August 2007 and later SDKs, changing state (such as the volume, pitch, frequency ratio, filter parameters, and others) is deferred. The following methods will all return the most recently set value, even if that value hasn\'t yet been applied to the sounds.\u003cbr /\u003e",1]
);

//--></script><br />
ASSERT FAILED: InputWMAFormatInfo.wmaFormat<wbr>.nBlockAlign == pSourceFormat-&gt;nBlockAlign<br />
<br />
In retail builds, the same content may not play. In a future release of the SDK, this format will be supported.<br />
<br />
XACT Platform-Specific Compression Restrictions<br />
<br />
In XACT, users should ensure that compression presets are valid for a given wave on all platforms; if compression fails, the wave will revert to use no compression preset, and therefore will be uncompressed on all platforms. For Windows exclusive titles, ensure that the Xbox 360 format setting is PCM to avoid this issue. On Xbox 360, ensure that all XMA-compressed waves are 16-bit. On Windows and Xbox 360, ensure that all xWMA-compressed waves use xWMA's supported sampling rates. This issue will be fixed in a future release of the SDK.<br />
<br />
IXAudio2::GetPerformanceData Returns Incorrect Value for Total Number of Audio Dropouts<br />
<br />
In the March 2008 SDK, the IXAudio2::GetPerformanceData method returns an incorrect value for the total number of audio dropouts (GlitchesSinceLastQuery) since the last call to IXAudio2::GetPerformanceData. The other data returned by IXAudio2::GetPerformanceData is accurate. In a future release of the SDK, IXAudio2::GetPerformanceData will accurately report the total number of audio droppouts.<br />
<br />
Encoding Tiny Files or Files with Tiny Loops Generate an Error in XACT<br />
<br />
Very small audio files (PCM size of 1024 bytes or less) or those with very small loop points (for 16-bit waves, less than 64 samples) will generate an error when attempting to ADPCM compress them in XACT; titles should use PCM for waves and loop regions that are this small. This issue will be fixed in a future release of the SDK.<br />
<br />
XAudio2: Queries about Volume, Pitch, Frequency Ratio, and Filter Parameters May Not Return Currently Set Values<br />
<br />
In the August 2007 and later SDKs, changing state (such as the volume, pitch, frequency ratio, filter parameters, and others) is deferred. The following methods will all return the most recently set value, even if that value hasn't yet been applied to the sounds.<br />
<script><!-- D(["mb","\n\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; IXAudio2Voice::GetChannelVolum\u003cwbr /\u003ees\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; IXAudio2Voice::GetOutputMatrix\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; IXAudio2Voice::GetVolume\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; IXAudio2SourceVoice::GetFilter\u003cwbr /\u003eParameters\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; IXAudio2SourceVoice::GetFreque\u003cwbr /\u003encyRatio\u003cbr /\u003e\nIn a future release of the SDK, these methods will return the values that are currently applied to the sounds.\u003cbr /\u003e\n\u003cbr /\u003e\nGames for Windows Technical Requirement 1.6 Is Retired\u003cbr /\u003e\n\u003cbr /\u003e\nEffictive immediately, the Games for Windows Technical Requirement 1.6 is retired along with its test requirement. Future version of the technical requirements and test requirements will reflect this change.\u003cbr /\u003e\n\u003cbr /\u003e\nDXGI: Cross-Process Shared Surfaces not Supported in the Reference Rasterizer\u003cbr /\u003e\n\u003cbr /\u003e\nCross-process shared surfaces are not supported when using the Reference Rasterizer.\u003cbr /\u003e\n\u003cbr /\u003e\nSymbols for DirectX\u003cbr /\u003e\n\u003cbr /\u003e\nThe latest and most complete source for debugging symbols is the Microsoft Symbol Server. We recommend using the symbol server rather than using the included partial symbols package. For instructions on using the Microsoft Symbol Server, see \u003ca onclick\u003d\"return top.js.OpenExtLink(window,event,this)\" href\u003d\"http://www.microsoft.com/whdc/devtools/debugging/debugstart.mspx\" target\u003d_blank\u003ehttp://www.microsoft.com/whdc\u003cwbr /\u003e/devtools/debugging/debugstart\u003cwbr /\u003e.mspx\u003c/a\u003e.\u003cbr /\u003e\n\u003cbr /\u003e\nWindows 95, Windows 98 and Windows ME Are Unsupported by the DirectX SDK\u003cbr /\u003e\n\u003cbr /\u003e\nStarting with the December 2006 SDK, the DirectX SDK does not support targeting of applications for Windows 95, Windows 98, Windows 98 SE, or Windows ME. The D3DX DLL does not install or load on these legacy operating systems. To support these legacy operating systems, use the October 2006 SDK or an earlier version.\u003cbr /\u003e\n\u003cbr /\u003e\nInstallation Notes for All Platforms\u003cbr /\u003e\n\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; This SDK installs on Windows XP, Windows Server(r) 2003, Windows Server 2008, and Windows Vista using Visual Studio .NET 2005 or 2008.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Before installing the current DirectX SDK, remove previous versions of the DirectX SDK.\u003cbr /\u003e",1]
);

//--></script><br />
&nbsp;* &nbsp; IXAudio2Voice::GetChannelVolum<wbr>es<br />
&nbsp;* &nbsp; IXAudio2Voice::GetOutputMatrix<br />
&nbsp;* &nbsp; IXAudio2Voice::GetVolume<br />
&nbsp;* &nbsp; IXAudio2SourceVoice::GetFilter<wbr>Parameters<br />
&nbsp;* &nbsp; IXAudio2SourceVoice::GetFreque<wbr>ncyRatio<br />
In a future release of the SDK, these methods will return the values that are currently applied to the sounds.<br />
<br />
Games for Windows Technical Requirement 1.6 Is Retired<br />
<br />
Effictive immediately, the Games for Windows Technical Requirement 1.6 is retired along with its test requirement. Future version of the technical requirements and test requirements will reflect this change.<br />
<br />
DXGI: Cross-Process Shared Surfaces not Supported in the Reference Rasterizer<br />
<br />
Cross-process shared surfaces are not supported when using the Reference Rasterizer.<br />
<br />
Symbols for DirectX<br />
<br />
The latest and most complete source for debugging symbols is the Microsoft Symbol Server. We recommend using the symbol server rather than using the included partial symbols package. For instructions on using the Microsoft Symbol Server, see <a onclick="return top.js.OpenExtLink(window,event,this)" href="http://www.microsoft.com/whdc/devtools/debugging/debugstart.mspx" target="_blank">http://www.microsoft.com/whdc<wbr>/devtools/debugging/debugstart<wbr>.mspx</a>.<br />
<br />
Windows 95, Windows 98 and Windows ME Are Unsupported by the DirectX SDK<br />
<br />
Starting with the December 2006 SDK, the DirectX SDK does not support targeting of applications for Windows 95, Windows 98, Windows 98 SE, or Windows ME. The D3DX DLL does not install or load on these legacy operating systems. To support these legacy operating systems, use the October 2006 SDK or an earlier version.<br />
<br />
Installation Notes for All Platforms<br />
<br />
&nbsp;* &nbsp; This SDK installs on Windows XP, Windows Server(r) 2003, Windows Server 2008, and Windows Vista using Visual Studio .NET 2005 or 2008.<br />
&nbsp;* &nbsp; Before installing the current DirectX SDK, remove previous versions of the DirectX SDK.<br />
<script><!-- D(["mb","\n\u0026nbsp;* \u0026nbsp; Some samples require that you install the latest Microsoft Windows SDK (Platform SDK) on your system.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; If you are using Visual Studio 2005 and run the Platform SDK Integration tool, all custom include and library paths will be erased including those added by the DirectX SDK. To fix the issue, developers will need to either reinstall the DirectX SDK or manually add the paths to Visual Studio.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; If you encounter compilation issues related to the DirectX headers, make sure that the include directories in Visual Studio are set correctly. On the Win32 platform, make sure that there is a reference to the DirectX headers. \u0026quot;$(DXSDK_DIR)include\u0026quot; should appear in the include directory \u0026quot;$(VCInstallDir)Include.\u0026quot;\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; SDK Installation to a network share is not supported. Some components (documentation and managed samples) do not run.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Several virus protection software applications interfere with SDK installation. They may require you to disable virus protection software until SDK installation is completed.\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; If you encounter the error message \u0026quot;A cabinet file is necessary for installation and cannot be trusted\u0026quot; during installation, your system may be corrupted, or cryptographic services may be disabled. To resolve the problem, try the following:\u003cbr /\u003e\n1. \u0026nbsp; \u0026nbsp; \u0026nbsp; \u0026nbsp;Enable cryptographic services. On the Start menu, right-click My Computer, and then click Manage. The Computer Management window appears. In the left navigation pane, click Services and Applications. In the right pane, double click Services, and then double-click Cryptographic Services. The Cryptographic Services Properties property sheet appears. On the General tab, make sure that Service Status is Started, and that Startup Type is Automatic.\u003cbr /\u003e\n2. \u0026nbsp; \u0026nbsp; \u0026nbsp; \u0026nbsp;If you are running Windows on a FAT32 drive, run scandisk.\u003cbr /\u003e\n3. \u0026nbsp; \u0026nbsp; \u0026nbsp; \u0026nbsp;Try the resolution steps in Detecting digital signing issues in Windows XP\u0026lt;\u003ca onclick\u003d\"return top.js.OpenExtLink(window,event,this)\" href\u003d\"http://support.microsoft.com/default.aspx?scid\u003dkb;en-us;813442\" target\u003d_blank\u003e",1]
);

//--></script>&nbsp;* &nbsp; Some samples require that you install the latest Microsoft Windows SDK (Platform SDK) on your system.<br />
&nbsp;* &nbsp; If you are using Visual Studio 2005 and run the Platform SDK Integration tool, all custom include and library paths will be erased including those added by the DirectX SDK. To fix the issue, developers will need to either reinstall the DirectX SDK or manually add the paths to Visual Studio.<br />
&nbsp;* &nbsp; If you encounter compilation issues related to the DirectX headers, make sure that the include directories in Visual Studio are set correctly. On the Win32 platform, make sure that there is a reference to the DirectX headers. "$(DXSDK_DIR)include" should appear in the include directory "$(VCInstallDir)Include."<br />
&nbsp;* &nbsp; SDK Installation to a network share is not supported. Some components (documentation and managed samples) do not run.<br />
&nbsp;* &nbsp; Several virus protection software applications interfere with SDK installation. They may require you to disable virus protection software until SDK installation is completed.<br />
&nbsp;* &nbsp; If you encounter the error message "A cabinet file is necessary for installation and cannot be trusted" during installation, your system may be corrupted, or cryptographic services may be disabled. To resolve the problem, try the following:<br />
1. &nbsp; &nbsp; &nbsp; &nbsp;Enable cryptographic services. On the Start menu, right-click My Computer, and then click Manage. The Computer Management window appears. In the left navigation pane, click Services and Applications. In the right pane, double click Services, and then double-click Cryptographic Services. The Cryptographic Services Properties property sheet appears. On the General tab, make sure that Service Status is Started, and that Startup Type is Automatic.<br />
2. &nbsp; &nbsp; &nbsp; &nbsp;If you are running Windows on a FAT32 drive, run scandisk.<br />
3. &nbsp; &nbsp; &nbsp; &nbsp;Try the resolution steps in Detecting digital signing issues in Windows XP&lt;<a onclick="return top.js.OpenExtLink(window,event,this)" href="http://support.microsoft.com/default.aspx?scid=kb;en-us;813442" target="_blank"> <script><!-- D(["mb","http://support.microsoft.com\u003cwbr /\u003e/default.aspx?scid\u003dkb;en-us\u003cwbr /\u003e;813442\u003c/a\u003e\u0026gt;.\u003cbr /\u003e\n4. \u0026nbsp; \u0026nbsp; \u0026nbsp; \u0026nbsp;Try the resolution steps in You cannot install some updates or programs\u0026lt;\u003ca onclick\u003d\"return top.js.OpenExtLink(window,event,this)\" href\u003d\"http://support.microsoft.com/default.aspx?scid\u003dkb;EN-US;822798\" target\u003d_blank\u003ehttp://support.microsoft.com\u003cwbr /\u003e/default.aspx?scid\u003dkb;EN-US\u003cwbr /\u003e;822798\u003c/a\u003e\u0026gt;.\u003cbr /\u003e\n5. \u0026nbsp; \u0026nbsp; \u0026nbsp; \u0026nbsp;Remove temporary files in %temp%. If you are installing end-user runtime, also remove \u0026quot;%windir%\\system32\\directx\u003cwbr /\u003e\\websetup Error.\u0026quot;\u003cbr /\u003e\n\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; External firewall programs may indicate that the file InstallDeveloperFiles.exe wants to access the Internet. This is by design, and should be enabled.\u003cbr /\u003e\nInstallation Notes for Windows Vista\u003cbr /\u003e\n\u003cbr /\u003e\nRunning Microsoft_DirectX_SDK.msi instead of setup.exe requires that you run as administrator. If you install by using setup.exe instead of the MSI, you will be prompted for elevated permissions before the installation can succeed.\u003cbr /\u003e\n\u003cbr /\u003e\nThe DirectX SDK No Longer Contains...\u003cbr /\u003e\n\u003cbr /\u003e\nThe DirectX SDK no longer contains the following components:\u003cbr /\u003e\n\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Direct3D8 and all of the earlier versions\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Direct3D RM\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; DirectAnimation\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; DirectMusic\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; DirectInput7 and all of the earlier versions\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; DirectPlay\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; DirectPlayVoice\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; DirectX8-era HRESULT conversion routines\u003cbr /\u003e\n\u0026nbsp;* \u0026nbsp; Managed DirectX samples and documentation\u003cbr /\u003e\nDevelopers wanting to use these components will need to download the August 2007 DirectX SDK, available from MSDN.\u003cbr /\u003e\n\u003cbr /\u003e\nThe REDIST and Web DXSetup have not been not be affected by these removals.\u003cbr /\u003e\n\u003cbr /\u003e\n-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d\u003cwbr /\u003e-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d-\u003d\u003cwbr /\u003e-\u003d-\u003d-\u003d-\u003d-\u003cbr /\u003e\nMSDN DirectX Developer Centre: \u0026nbsp;\u003ca onclick\u003d\"return top.js.OpenExtLink(window,event,this)\" href\u003d\"http://msdn.microsoft.com/DirectX\" target\u003d_blank\u003e",1]
);

//--></script>http://support.microsoft.com<wbr>/default.aspx?scid=kb;en-us<wbr>;813442</a>&gt;.<br />
4. &nbsp; &nbsp; &nbsp; &nbsp;Try the resolution steps in You cannot install some updates or programs&lt;<a onclick="return top.js.OpenExtLink(window,event,this)" href="http://support.microsoft.com/default.aspx?scid=kb;EN-US;822798" target="_blank">http://support.microsoft.com<wbr>/default.aspx?scid=kb;EN-US<wbr>;822798</a>&gt;.<br />
5. &nbsp; &nbsp; &nbsp; &nbsp;Remove temporary files in %temp%. If you are installing end-user runtime, also remove "%windir%\system32\directx<wbr>\websetup Error."<br />
<br />
&nbsp;* &nbsp; External firewall programs may indicate that the file InstallDeveloperFiles.exe wants to access the Internet. This is by design, and should be enabled.<br />
Installation Notes for Windows Vista<br />
<br />
Running Microsoft_DirectX_SDK.msi instead of setup.exe requires that you run as administrator. If you install by using setup.exe instead of the MSI, you will be prompted for elevated permissions before the installation can succeed.<br />
<br />
The DirectX SDK No Longer Contains...<br />
<br />
The DirectX SDK no longer contains the following components:<br />
<br />
&nbsp;* &nbsp; Direct3D8 and all of the earlier versions<br />
&nbsp;* &nbsp; Direct3D RM<br />
&nbsp;* &nbsp; DirectAnimation<br />
&nbsp;* &nbsp; DirectMusic<br />
&nbsp;* &nbsp; DirectInput7 and all of the earlier versions<br />
&nbsp;* &nbsp; DirectPlay<br />
&nbsp;* &nbsp; DirectPlayVoice<br />
&nbsp;* &nbsp; DirectX8-era HRESULT conversion routines<br />
&nbsp;* &nbsp; Managed DirectX samples and documentation<br />
Developers wanting to use these components will need to download the August 2007 DirectX SDK, available from MSDN.<br />
<br />
The REDIST and Web DXSetup have not been not be affected by these removals.<br />
</font>
<img src ="http://www.cnblogs.com/oiramario/aggbug/1111426.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://oiramario.cnblogs.com/" target="_blank">千里马肝</a> 2008-03-18 13:35 <a href="http://www.cnblogs.com/oiramario/archive/2008/03/18/1111426.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>那年夏天的菊花茶</title><link>http://www.cnblogs.com/oiramario/archive/2008/02/27/1083334.html</link><dc:creator>千里马肝</dc:creator><author>千里马肝</author><pubDate>Wed, 27 Feb 2008 02:16:00 GMT</pubDate><guid>http://www.cnblogs.com/oiramario/archive/2008/02/27/1083334.html</guid><wfw:comment>http://www.cnblogs.com/oiramario/comments/1083334.html</wfw:comment><comments>http://www.cnblogs.com/oiramario/archive/2008/02/27/1083334.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cnblogs.com/oiramario/comments/commentRss/1083334.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/oiramario/services/trackbacks/1083334.html</trackback:ping><description><![CDATA[<p>原贴链接：<a href="http://bbs.game.mop.com/viewthread.php?tid=1660638" target="_blank">http://bbs.game.mop.com/viewthread.php?tid=1660638</a></p>
<p>当我蹑手蹑脚的回到家中时，老师正躺在壁炉前的沙发中看着一本暗红色封面的厚重古书。他看到我后就赶快把书塞到了垫子下，可惜我还是看见了。 </p>
<p>&#8220;作为一名年轻女士，在外面疯玩到凌晨才回来可实在是一件有失体统的事情，玛丽小姐。&#8221;老师躺在沙发上故意板着脸。 </p>
<p>&#8220;作为一名老术士，通宵偷看既危险又古老的恶魔禁书可实在是一件不理智的事情，摩根老师。&#8221;我把手中的糕点盒放在了桌上。 </p>
<p>老师耸耸肩，他无奈的凑了过来打开了糕点盒，&#8220;好吧好吧，今天我没有资格指责你，但是你也不能拿我说事，我只是闲的无聊一时好奇而已。&#8221;老师拿出一块蛋糕吃了起来，我则笑嘻嘻的看着他那可笑的山羊胡子。 </p>
<p><br />
我和老师一直居住在东谷猎场旁的山林中，每年的夏季暴风城的贵族们都会来这里打猎聚会，而今年，我认识了艾尔通。 </p>
<p>当艾尔通骑着马出现在我面前时，我就那么傻傻的呆立在山泉旁。阳光透过树叶的间隙照射下来，把他衬托的犹如天上的圣洁天使，他举止高雅，带着爽朗的笑容，我被他彻底迷住了。 </p>
<p>我不知道作为一名乡村姑娘有什么能够吸引他的地方，在丛林中迷路的他只是邀请我参加贵族们的野餐聚会，就好想做梦一样，接下来的两天内，他把我带入了那些贵族当中。 </p>
<p>&#8220;哦～算是个美丽的姑娘～也许我们好好的改造她一番，你说呢艾尔通？&#8221;几名贵族妇人轻摇着折扇在我面前大笑，我犹如一个洋娃娃一般穿上她们送来的豪华长裙，她们给我梳妆打扮，扑上香粉擦上口红，我的头发被弄的弯弯曲曲，我真的够成为艾尔通所说的&#8220;整个舞会沙龙中最美丽的可人&#8221;吗？ </p>
<p>艾尔通是暴风城皇家大法师的儿子，他是整个狩猎舞会中最英俊的青年俊杰，所有的贵族小姐们都乐意围绕在他的身边。可是他只是拉着我的手，一遍又一遍的对小姐们说：&#8220;对不起，这是我的舞伴玛丽。&#8221; </p>
<p>我简直幸福的快要晕过去了。艾尔通说他会接父亲的班成为宫廷法师，我也会跟随他进入皇宫吗？ </p>
<p>摩根老师说我要是能够成为贵族夫人，他就亲口吃下一百坨地狱小鬼的粪便，然后这个恶心的怪老头就在书桌前赫赫怪笑，这个老不修，我很高兴被他抚养长大却没有变成他这样。 </p>
<p>我的父母在我很小时就去世了，摩根老师是父亲的朋友，他把我抱入了他那散发着硫磺气味的深色披风中，一只双爪带着地狱火焰的小鬼在他的肩头对我扮着鬼脸，然后这个术士老头就一直抚养我直到今天。 </p>
<p>&#8220;玛丽，你的束胸勒的太紧了，你会窒息的，赫赫赫赫&#8230;&#8230;&#8221;摩根老师从厕所出来，我抓起一本书就要砸他，而他则满不在乎的坐在餐桌前吃着我刚做好的早餐。 </p>
<p>&#8220;今天还要去吗？那些贵族们还要在东谷待多久，昨天晚上他们在河边放焰火，吓了我一大跳，哼哼&#8230;&#8230;&#8221; </p>
<p>&#8220;这是狩猎季节，艾尔通说他们还会在这里待半个月。&#8221;我站在镜子前努力的在我深红色的长发插好那些贵族妇人们送给我的水晶发夹。&#8220;今天他们会在河边举办一个野餐沙龙，我走了。&#8221; </p>
<p>&#8220;哼，看到这些贵族，我还真以为天下太平了&#8230;&#8230;&#8221;不再理会摩根老师的牢骚，我飞快的跑了出去，我的心已经不在这里了。 </p>
<p><br />
大大小小的野餐垫子布满了整个河边，真难得那些贵族老爷与夫人们会和平民一样坐在草地上聊天打屁，各类鲜美食物与美酒摆在地上任由人们品尝，不过这自然是由那些仆人们准备的，那些贵族夫人们不可能因为这次野餐聚会而煞费心机的花一整夜来准备食物。 </p>
<p>艾尔通与他的同伴们在一旁交淡，我只好坐在垫子上和几位夫人聊天，不过她们谈论的话题我一点都插不上嘴。不一会就有几位青年人邀请我去他们的垫子那品尝美酒，我看着艾尔通，他轻声笑道：&#8220;自己随意点，亲爱的。&#8221; </p>
<p>我作为&#8220;艾尔通新结识的小女友&#8221;被拉来扯去，我觉得我已经喝醉了，但是我可是努力模仿着那些贵族小姐们的优雅姿态，我也会是这次野餐聚会上的新鲜话题之一吗？ </p>
<p><br />
&#8220;嗨，美丽的小姐，愿意来我们这边品尝一下我刚煮好的菊花茶吗？&#8221;我转过身，一个小男孩笑嘻嘻的看着我，&#8220;我想，你也许需要一杯清香的菊花茶来清醒一下，也许你喝醉了&#8230;&#8230;&#8221; </p>
<p>这的确是个小男孩，他大概只有八九岁左右，一头深黑色的头发梳着一条小辫子，一副玩世不恭的笑容。他身上穿的是朴素的深色礼服，但是衣服的做工很考究。这是哪家的贵族的小孩子。 </p>
<p>&#8220;路斐，别学那些大人一般干些蠢事，让我安静会。&#8221;另一个年轻比较大的男孩坐在树下的垫子上朝这边大吼。 </p>
<p>这个名叫路斐的小男孩转身作出了一副可怜状，&#8220;你知道什么，我被你们拉到这里，可是我没有女伴！！&#8221;路斐一脸的悲愤，可是他的鼻涕快流下来了。 </p>
<p>我就这么被男孩路斐推到了他们的野餐垫前，那个大吼的男孩一本正经的靠在树下捧着一本厚厚的书，他没有理会我们，只是很专心的看着手中的书。这里还有另外两个小孩，长的非常可爱的史密斯和女孩丁妮，他们两人正在河边钓鱼。 </p>
<p>&#8220;你好，我叫史密斯。&#8221;史密斯很有礼貌的对我点头致意，这个小鬼实在太可爱了，长大后一定又是一位大帅哥。喝多了的我靠在树边犯着花痴病，而那个可爱的小女孩丁妮则跑过来端给我一碟制作精美的小糕点，&#8220;这是我自己做的&#8230;&#8230;&#8221;小丁妮可爱的哈着气。 </p>
<p>&#8220;嗯，下次不妨多放一点肉豆蔻，味道会更好的。&#8221;我品尝了小丁妮亲手制作的点心，并提出了我的意见，她开心的点头。 </p>
<p>那个叫路斐的男孩故作优雅的把一杯散发着热气的菊花茶端到我面前，&#8220;亲爱的，为何不尝尝？&#8221;他故意学着那些大人们的腔调，我几乎要大笑起来。 </p>
<p>现在是夏天，可是他要我喝下这一杯热气腾腾的菊花茶。看着小路斐期待的目光，我只好抿了一口。 </p>
<p>味道微苦，随后清甜，还有就是&#8230;&#8230; </p>
<p>烫！！ </p>
<p>我喝的满头大汗，不停的吐着舌头。路斐很开心，因为我很痛快的把他的菊花茶喝完了，而那个叫艾莫瑞的大男孩则一脸无可奈何的表情，他一定觉得路斐和我是两个笨蛋。 </p>
<p>&#8220;呜呜，大人们不允许我们喝酒，而我只会煮菊花茶，呜呜～&#8221;也许路斐被我感动的要哭了，他又要流鼻涕了。 </p>
<p>&#8220;你能当我的女伴吗？&#8221;路斐小心翼翼的看着我，&#8220;艾莫瑞不跳舞，史密斯有丁妮当舞伴，我喜欢你。&#8221; </p>
<p>看着这个一本正经的小男孩我差点笑出声，我也一本正经的回答他：&#8220;对不起，年轻的绅士，今天我已经有男伴了。&#8221; </p>
<p>&#8220;那明天呢？明天还有舞会，没有女伴我会超级没有面子的，而你是这里最漂亮的。&#8221;路斐仍旧不死心。 </p>
<p>我终于忍不住大笑，真不这个路斐是谁家的孩子，我在笑声中答应了他。&#8220;好吧，路斐，明天晚上我会穿上最美丽的礼服，来当你一晚上的舞伴。&#8221; </p>
<p>在这个夏天的下午，我与这个小男孩勾了勾手指，结成了一个可爱的约定。 </p>
<p>&#8220;玛丽，来看我们的比赛。&#8221;艾尔通找到了我，他招呼我过去。 </p>
<p>&#8220;我要去那边，很高兴认识你路斐，还有你们，再见孩子们。&#8221;路斐的菊花茶的确令我的头脑清醒了不少，我拎着长裙和这几个小孩子告别。 </p>
<p>&#8220;哎&#8230;&#8230;别走&#8230;&#8230;亲爱的天使&#8230;&#8230;&#8221;路斐跪在垫子上举着空杯子眼巴巴的望着我，他就要哭了。 </p>
<p>&#8220;别犯白痴路斐，不然你回北郡去参加暑期补课班。&#8221;艾莫瑞大吼。路斐瘪了瘪嘴，终于忍住了。 </p>
<div class="zizuohang" id="zoom">
<p>艾尔通所说的比赛我有些不能接受，仆人和士兵们把活捉到的野兽们放在一个巨大的围栏内，那些鹿儿，野猪，棕熊还有野狼惊惶失措的在围栏内奔跑蹿跳，艾尔通与另外几名青年法师跳入了围栏开始了一场杀戮。 </p>
<p>火球，寒冰箭，奥术飞弹在围栏内乱飞，一头又一头的被击穿或炸死，场外的贵族们纷纷鼓掌叫好。这里面艾尔通最为厉害，他双手轮流激发急速的奥术飞弹在场地中间狂轰滥炸，野兽的鲜血溅上他英俊的脸庞他也毫不在意，这就是宫廷法师的实力吗。 </p>
<p>&#8220;艾尔通暂时领先，下面是第二回合！&#8221;一个仆从在一旁宣布，然后那些贵族小姐们夸张的大叫着艾尔通的名字，艾尔通得意的朝我挥手，我不得不鼓掌。看着地上那些支离破碎的焦黑的野兽尸体，我只是觉得有些不好。 </p>
<p>第二回合开始了，士兵们把一些木笼打开后我愣住了，木笼里放出的几十只豺狼人与鱼人，它们显然都受了伤，而且都被打断了一条腿，这些低等生物在围栏内愤怒的叫着，而艾尔通与另外几位法师大笑着举起了双手。 </p>
<p>一只豺狼人被烈焰笼罩，它被烧的乱叫乱跳。一只鱼人被寒冰箭射穿了双腿，它挣扎的朝围栏外爬去，可是一股突如其来的寒风把它冻成了一块巨大的冰坨，整个围栏变成了可怕的杀戮场，这些怪物们在围栏中的哀嚎声越来越小，直到完全消失&#8230;&#8230;是酒精的作用吗？我靠在围栏边，身体不住的发抖。 </p>
<p>&#8220;统计的结果出来了，这次猎杀比赛的冠军就是～～～～～艾尔通！！！&#8221;仆从大喊着，热情的欢呼声立刻把艾尔通包围，小姐们尖叫着围拢在他身边。看看我们未来的皇家法师是多么的厉害，看看年轻的艾尔通是多么的强悍，为我们的英雄艾尔通欢呼吧，跳吧，唱吧～～ </p>
<p>艾尔通看出了我脸色有些苍白，可惜他现在无暇照顾我，他只是说晚上回来找我，我勉强笑着答应了他。 </p>
<p><br />
也许，上流社会里进行这样的&#8220;猎杀&#8221;活动，不是我这样的乡下女孩能够马上接受的，为了艾尔通，我会努力克服的。 </p>
<p>晚上和艾尔通在一起的还有七八名年轻贵族，他们神秘兮兮的带领着我钻进了树林，我们围坐在巨大的篝火旁喝着美酒。由于白天的事情我心情不是很好，艾尔通温柔的哄着我，给我倒了一杯又一杯的酒，我很快又醉了。 </p>
<p>这是这群年轻人的隐秘聚会，我不知道他们打算要干些什么，一直到艾尔通掏出了一本漆黑封皮的卷轴。我立刻认出了它，召唤恶魔的卷轴，这一切来的太突然而且太可怕了，艾尔通疯了吗。 </p>
<p>从家中的密室中偷出这本卷轴，召唤出恶魔，猎杀它，然后把恶魔的头颅丢给那些王公大臣们看，这就是艾尔通与他同伴们的疯狂计划。 </p>
<p>尽管我是一个很不专心的术士，但是我还是知道这张卷轴的可怕，我大声的阻止着艾尔通，我竭力和他们讲述这本卷轴的可怕，可是大家都不听我的。 </p>
<p>&#8220;我不明白你在担心什么，亲爱的，我们这些人合起来有着炸掉整个暴风城的实力。&#8221;艾尔通温柔的挽着我，他贴着我的耳朵边轻声安慰着我，如果是平时我可能会整个身体都软在他的怀抱中，可是现在不！！ </p>
<p>我哀求他不要这样做，艾尔通终于丧失了全部的耐心，一名强壮的仆从拦腰抱起了我站在一旁。我眼睁睁的看着艾尔通他们在地上用各种魔法材料摆好了召唤法阵，然后把一个衣衫褴褛的乞丐老头推到了法阵的中央，这个有些惊恐的老头不知所措的看着身边这些贵族们，他不明白等会会发生什么事情，他只是紧紧的捏着事先约定好的几枚金币期盼着早点结束后好回家，一直到一个贵族狞笑着用匕首划破了他的喉咙。 </p>
<p>不！！！！！ </p>
<p>艾尔通和同伴们用了怪异的腔调默诵着召唤恶魔的古老咒语，整个召唤法阵散发着妖异的光芒，乞丐老头倒在法阵的中央浑身抽搐着，他的鲜血慢慢的在法阵上扩散开来。 </p>
<p>我一边呕吐一边看着一只巨大的末日守卫在法阵中的裂隙中慢慢的爬了出来，那沾满粘液的翅膀遮挡住了篝火，散发着腐臭气息的血盆大口中喷涂着绿色的火焰，它在召唤法阵中越变越大一直到完全成形。 </p>
<p>&#8220;猎杀开始了。&#8221;一名法师兴奋的开始隐藏炎爆法术，可是只是一瞬间，这个法师身上就喷出了惨绿色的火焰，他哀嚎着在地上打滚然后慢慢被这团绿色的火焰烧的缩成了一团。 </p>
<p>大家都呆了，愣愣的看着中央那只末日守卫慢慢的缩回了自己的爪子，这个巨大的恶魔只是一挥手就把一名法师一击毙命，极度恐惧的气氛在人群中悄悄弥漫起来。 </p>
<p>&#8220;跑啊！&#8221;一个人终于受不了了，他转身就要逃跑，可是恶魔上前一步就把他抓到了手中，一口咬下了他的脑袋，然后把他的身体扯成了两截，鲜血如同细雨一般飘落在我们在场所有人的身上，人群顿时炸开了&#8230;&#8230; </p>
<p>恐怖的末日守卫在这里展开了杀戮，所有的人都四下散逃，艾尔通面色惨败的瘫在了树下，一股尿骚味在他身下散发出来，这场可怕悲剧的起头者已经被彻底吓傻了。 </p>
<p>我要救艾尔通，那只恶魔对着逃跑的人不断喷吐着长长的绿色烈焰，却暂时还未注意到脚下的艾尔通。我拼命拽着艾尔通的衣服把他往后拖，直到这时我才后悔以前没有好好跟着摩根老师学习，那些暗影法术与诅咒之术我怎么也回想不起来了。 </p>
<p>恶魔注意到了我，它怪笑着走了过来，眼看它伸出布满尖刺的巨爪就抓了下来&#8230;&#8230; </p>
<p>一阵熟悉的声音在我背后吟唱着暗影咒语，紫黑色的暗影箭从我的耳旁掠过，正好打中了末日守卫的心口。它被迫后退了几步，疼痛使它狂暴的怒吼着。 </p>
<p>摩根老师！！ </p>
<p>我惊喜的软在了地上，摩根老师没有时间理会我，从他紧张的表情我看的出这只恶魔实在不容易对付，等事情过去以后我希望艾尔通能够吸取这次教训。 </p>
<p>摩根老师召唤出的虚空行者拦在了我们的前面，它不紧不慢的攻击对那只末日守卫并没有起很大的效果，它愤怒的双爪乱抓，虚空行者那半透明的身体一点一点消散，我很着急，而摩根老师伸手指着末日守卫，用尖锐的声音吟唱着不知名的咒语。 </p>
<p>那是很高深的诅咒术吗？我惊讶的看见末日守卫的身躯慢慢的停顿了下来，它那丑陋头颅艰难的转动着直盯着摩根老师，于是它明白了是怎么回事。它一步一步的朝这里走过来，丝毫不理会小小的虚空行者在它的背后发动着不起眼的暗影攻击。 </p>
<p>摩根老师还在念着咒语，生涩怪异的咒语一字一字的从他的口中跳出来，伴随着摩根老师越来越大的声音，末日守卫的身体逐渐震动起来，终于，它停了下来发出了痛苦的怪叫。摩根老师完成了咒语，三道长长的烈焰从末日守卫的双眼和口中对空喷射出来，恶魔悬浮在半空中颤抖挣扎，直到它的头颅被自己身躯内的烈焰烧掉，然后是整个身躯，到了最后，地上只留下了一堆灰烬。 </p>
<p>摩根老师满头大汗的靠着大树倒了下来，已经年迈的他几乎耗尽了全部的法力。&#8220;玛丽，下次还找借口不上我的课吗？&#8221;他对我眨了眨眼，翘了翘山羊胡子。 </p>
<p>艾尔通躺在地上大口大口的喘着气，他大概已经慢慢清醒过来。我扶起了摩根老师，而这时远处传来了很多人嘈杂的声响。逃跑的人叫来了援兵，士兵们从四面八方朝着我们围拢过来。一名老法师贵族看着一片狼藉的血腥场景，暴跳如雷的喊这是怎么回事。 </p>
<p>&#8220;他们的人赶来了，带我离开这里，我不想见到他们。&#8221;摩根老师疲惫的对我说，我点点头就要离开这里。可是两名贵族拦住了我们。 </p>
<p>&#8220;对不起，事情没有调查清楚前任何人都不能离开，你是一名术士？你住在这里？&#8221;一个贵族毫不客气的问摩根老师，语气中充满了怀疑，我很气愤，但是摩根老师没让我开口。 </p>
<p>&#8220;您要调查就调查吧，悉听尊便，大人。&#8221;摩根老师很冷淡的说道。</p>
<p>那个老法师看到了地上那张已经变成空白的召唤卷轴，他的脸色一下就变的苍白，他大概认出了那张卷轴，他狠狠的扭头盯着艾尔通，艾尔通低下了头。 </p>
<p>我突然想起来了，暴风城的法典中规定，私下进行邪恶的恶魔仪式被抓住是要被绞死的，更何况这里被恶魔杀死了好几个人，我很担心艾尔通，希望没人会发现这一切，反正打死我我也不会告发艾尔通的。 </p>
<p>&#8220;是你，这个邪恶的术士召唤了可怕的恶魔，你有什么企图？&#8221;老法师突然指着摩根老师大声的发问，我被这意外的变故惊呆了&#8230;&#8230; </p>
<p>&#8220;不，事情不是这样的&#8230;&#8230;&#8221;我正要开口，可是我突然看到艾尔通在人群中一脸惊慌的看着我，我一下子语塞了。 </p>
<p>&#8220;艾尔通，你来说一下这件事情，是这个术士干的吗？&#8221;老法师铁青着脸。 </p>
<p>艾尔通慢慢的站了出来，他看着自己的脚尖然后轻轻的开口说：&#8220;是的父亲，是那个术士老头干的&#8230;&#8230;&#8221; </p>
<p>&#8220;艾尔通！！你在瞎说什么，你&#8230;&#8230;&#8221;我跳起来给了艾尔通一记响亮的耳光，他没有躲闪，只是捂着脸把目光望向别处。在这一刻，我感觉我的心在我的胸腔内炸裂开了，我的大脑被冰冻了起来，以致于我无法思考也无法呼吸。 </p>
<p>两名士兵上前把我强行拉开，我大声咒骂着艾尔通，我想我忍不住要把实话说出来了，艾尔通上前一巴掌打在了我的脸上，我感到天旋地转。&#8220;你被恶魔的法术蛊惑了，玛丽。&#8221;艾尔通恢复了平时的样子，他冷冰冰的看着我。 </p>
<p>摩根老师举起法杖就要砸艾尔通，艾尔通躲开了。&#8220;如果你再敢打我的女儿，我发誓会把你变成恶魔的口粮，你这个忘恩负义的杂种！！&#8221;摩根老师不停的叫骂着，随后他被几名士兵抓了起来。 </p>
<p>&#8220;父女？邪恶的恶魔家庭，哼&#8230;&#8230;&#8221;艾尔通的父亲冷哼着。 </p>
<p>&#8220;父子？你和你儿子都很擅长颠倒是非&#8230;&#8230;&#8221;摩根老师还有说完，他的肚子上就结实的挨了一拳，是艾尔通的一名随从干的，巨大的疼痛使得摩根老师弯下了腰。 </p>
<p>&#8220;不，不，不是这样的，艾尔通你说实话啊&#8230;&#8230;&#8221;我大哭。在这个夏日的夜晚，一个十八岁的女孩跪在了昔日恋人的面前。 </p>
</div>
<div class="zizuohang" id="zoom">
<p>&#8220;住手，撒谎的是他。&#8221;一声清脆的童声响起，人们纷纷侧目，在我的身后走出来一个小男孩。 </p>
<p>是路斐，他怎么会在这里。 </p>
<p>&#8220;放心，我会保护你的，我不会让他们伤害你。&#8221;路斐在我面前说道，一只小手擦着我脸上的眼泪，我大哭，在这个夏日的夜晚，一个九岁的男孩对我许下了承诺。 </p>
<p><br />
&#8220;孩子，你说什么。&#8221;艾尔通的父亲弯下腰凑到了路斐面前，他的眼睛如同看见了猎物的秃鹫死死的盯着路斐。 </p>
<p>&#8220;是你的儿子和他的同伴召唤了恶魔，而这位小姐的父亲是一位英雄，是他拯救了你儿子。&#8221;路斐没有被吓倒，他在一群大人面前叙说着事情的经过。 </p>
<p>&#8220;我的儿子召唤了恶魔，他是一名法师，他要一只恶魔干什么呢？当坐骑？&#8221;人群中响起了讥笑声，艾尔通的父亲得意洋洋的看着路斐，&#8220;那么孩子，你又是怎么知道的呢？&#8221; </p>
<p>路斐犹豫了一下，他看了看我又继续说道：&#8220;我&#8230;&#8230;我想请这位玛丽小姐当我明天的舞伴，我悄悄跟在了他们的后面，我想等玛丽小姐回家的时候再邀请&#8230;&#8230;&#8221; </p>
<p>人们笑的更大声了，&#8220;够了，这是谁家的孩子？&#8221;艾尔通的父亲不耐烦的喊着，一名贵族悄悄的凑到他耳朵边嘀咕了几句。 </p>
<p>&#8220;啊哈，苏南特家族的小盗贼，爱德华—苏南特的儿子。&#8221;艾尔通轻蔑的挥了挥手，&#8220;孩子，你为什么不去问问你那远在幽暗城里的父亲你在这里胡说八道是否合适，不过他可能回答不了你，因为他已经变成了一只僵尸，也许他没有下巴了&#8230;&#8230;&#8221; </p>
<p>人群内议论纷纷，爱德华—苏南特，他也许是第一位主动跪在被遗忘者领袖希尔瓦娜斯女王面前表示臣服的人类，至少有二十多名士兵看见他乞求女王把自己转化成被遗忘者，然后他主动割开了自己的手腕动脉，他是整个联盟的耻辱，盗贼中的大笑柄&#8230;&#8230;&#8230; </p>
<p>他的儿子所说的证词，谁会相信？ </p>
<p>路斐的眼睛中溢满了眼泪，他的鼻涕流出来了，他大声的为自己的父亲辩解着，在大人的嘲笑与讽刺声中是那么苍白无力。 </p>
<p>&#8220;今天下午这个女的在他那喝过菊花茶，我亲眼看到的。&#8221;人群中响起了一声声音，我茫然的看过去，是艾尔通。 </p>
<p>&#8220;这样就对了，这个孩子受了这个女术士的心智蛊惑，所以他会邀请她当舞伴，还有为了她而撒谎。&#8221;艾尔通的父亲一边冷笑着一边把小路斐推到了一边。 </p>
<p>&#8220;把他们带走，烧死他们。&#8221;路斐的证词被当成了一场闹剧，士兵们围拢过来打算把我和摩根老师绑起来。 </p>
<p>诅咒之声响起，围拢在摩根老师身边的几名士兵哀叫着倒在了地上，摩根老师爬起来一把拉起了我。 </p>
<p>&#8220;快跑，玛丽&#8230;&#8230;&#8221;摩根老师刚才被按在了地上，所以他那长长的山羊胡子上沾满了树叶泥土，这是我最后一次看到他那搞笑的胡须&#8230;&#8230; </p>
<p>摩根老师慢慢的倒下了，一把尖锐的匕首从他的后背扎入，艾尔通的父亲推开摩根老师的身体，然后他抢过一个士兵长剑划过了摩根老师的咽喉&#8230;&#8230; </p>
<p>老师！！！ </p>
<p>父亲！！！ </p>
<p>我傻傻的抱着摩根老师的身体坐在地上，士兵们把我拉开用绳索反绑起来，艾尔通的父亲从摩根老师的背后抽出了匕首，在老师的长袍上擦拭干净然后收回了自己的腰间。我低头朝他撞去，可是被艾尔通一脚踹倒在地，他冷冷的看着我，我朝他吐着口水，我已经骂不出任何话了。 </p>
<p>&#8220;对这件事情我感到很遗憾，不过你也令我损失了一千金币的赌注，因为我已经无法在一个星期内把你抱上床了，你明天就要被烧死，所以我们扯平了，亲爱的玛丽&#8230;&#8230;&#8221; </p>
<p><br />
艾尔通依旧温柔的在我耳边说出了这番话，而我只是看着摩根老师的尸体。 </p>
<p><br />
我被关在了河边的木笼内，这是白天在围栏内用来关押豺狼人和鱼人的木笼，我的衣服血迹斑斑支离破碎，两名看押我的士兵一边喝着酒一边用着淫邪的眼神看着我，他们把酒泼向我，对我说着下流的话语。我懒得理他们，我只是看着远处，士兵们把摩根老师的尸体拖到了火堆上焚烧着，艾尔通的父亲与其他贵族们在火堆旁喝酒压惊，几名贵族小姐们坐在艾尔通身边安慰了脸色难看的艾尔通。 </p>
<p>一堆篝火烤着野猪野兔～ </p>
<p>另一堆篝火烧着摩根老师～ </p>
<p>摩根老师，你那那可笑的山羊胡须，这下保不住了吧，我看着火堆傻笑。 </p>
<p><br />
当人们都入睡后，木笼中的我被突然惊醒，两名看守的口中吐着白沫倒在了地上，一个小小的身影出现在木笼前。 </p>
<p>&#8220;我叔叔的毒药很管用吧，玛丽不要怕，我会救你的。&#8221;路斐爬上木笼，从口袋中掏出了一大把形状各异的钥匙开始鼓捣起木笼外的铁锁。 </p>
<p>&#8220;路斐，这样做太危险了，你快离开。&#8221;我从木笼中伸出双手拉住路斐的衣服，他差点从木笼上掉下去。 </p>
<p>&#8220;不，我喜欢你玛丽，你是无辜的。&#8221;路斐专心的在锁眼处用钥匙捅着，&#8220;你是还没当我的舞伴呢，你不会忘记了吧？&#8221; </p>
<p><br />
一个夏日的凌晨， </p>
<p>小小的路斐拯救了我， </p>
<p>因为我们那小小的约定； </p>
<p>我哭着答应了路斐， </p>
<p>我很荣幸成为他的舞伴， </p>
<p>我的路斐，我的王子， </p>
<p>你的舞步一定是全世界最高雅优美的。 </p>
<p><br />
&#8220;跑，离开这里。&#8221;路斐递给我一个温热的水袋，菊花茶那微苦清甜的香气透过水袋散发出来，他尴尬的说：&#8220;食物都被吃光了，只有菊花茶。&#8221; </p>
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<div class="zizuohang" id="zoom">
<p>路斐离开以后，我没有逃离这里，而是回到了山岭上的小屋中，我翻出了摩根老师藏在沙发座垫下的古老恶魔禁书，我很清楚我在寻找什么。 </p>
<p>恶魔的法术不能速成，但是这本禁书会教我如何欺骗恶魔。 </p>
<p>我脱掉了全身的衣服赤身裸体，平静的站在一个邪恶血阵的中央，我按照禁书上的指示与未知空间的恶魔们尝试着沟通，我的筹码就是我的身体，一个十八岁的处女。 </p>
<p>我不会后悔，因为在某个犯花痴病的夜晚，我曾经幻想把自己的身体交给艾尔通。如今，我交给了恶魔们，恶魔们知道我的肉体是纯洁宝贵的处女之身，至少它们懂得珍惜。 </p>
<p>我被恶魔的力量架在了空中，全身的骨骼都快要散掉，鲜血从我的下体慢慢流了出来，然后我身体各处都开始渗透出鲜血，我的身体被我自己的血围拢成一个巨大的血球，在球壁上我看到几只强大的远古恶魔们那狰狞的面容。我不知道我的身体扭曲成了什么形状，各种恶魔的触手与利爪直接穿透了我的皮肤，在我的血肉间肆意蔓延伸展着。嘴唇已经被我咬出了血，我艰难的在极大的痛苦下完成了这个欺骗仪式中最后一段咒语，这也是最为关键的一步。 </p>
<p>恶魔们惊恐的发现自己正在慢慢的被我吸收进身体内，它们尖叫咒骂，疯狂的往外逃窜，可是欺诈仪式封住了它们的所有退路，一直到我完整的把它们锁进了我的身体。 </p>
<p><br />
我失去了很多，也得到了很多。 </p>
<p>我想哭，我想笑，我在镜子里看到一个身材性感的美丽女人，她的身上盘绕着各种红色相间的触须，两只黑色的翅膀在她的背后夸张的舞动着，两米长的一条尾巴在她的脚下欢快的摆动，她的瞳孔变的血红，在黑夜中发着残忍邪恶的光芒。镜子中的女人没有流泪，只有两道血痕从她的眼睛中慢慢流淌出来。 </p>
<p>摩根老师，对不起，我偷看了恶魔禁书，我会乖乖的在屋外罚站。 </p>
<p><br />
飞上天空，我笨拙的控制的着那一对原本不属于我的翅膀，贵族营地的篝火清晰可见。我知道我想要去作些什么，我要告诉他们，摩根老师不是坏人，我才是&#8230;&#8230; </p>
<p>当我的翅膀犹如利刃一般削掉一个士兵的头颅时，他脖颈内的鲜血欢快的喷向天空，它们为我的重生而庆祝，我在血雨中静静感受着这个人临时前那一刻的惊愕与恐惧。 </p>
<p>在这一刻，我是血玛丽。 </p>
<p>我轻声行走在营地中间，在这样的夜晚，那些被我喊醒的贵族第一眼看见的就是一个身材性感惹火的女人在微笑，他们无一例外的先是惊愕然后淫笑，可是他们来不及作出任何反应，几条恶魔的触须就疯狂的缠绕住他们的全身，他们的口腔也被牢牢堵住，所以他们只能睁大双眼看着自己的身体被撕裂，鲜血溅满了整个帐篷。 </p>
<p>一个又一个的帐篷变成了血红色，我身上这些恶魔的肢体很聪明，它们懂得我想要什么，一个又一个人悄无声息的被撕裂，吸干，一直到我找到了艾尔通的帐篷&#8230;&#8230; </p>
<p>两位赤身裸体的贵族小姐被我的翅膀切的粉碎，艾尔通跪在帐篷的角落内吓的发不出任何声音，我又闻到了尿骚味，我走到了艾尔通的面前，两只触须快速的从我背后探了出来，一只吸附在他的胸口，一只缠绕在他的脖子上。 </p>
<p>他身上的法力真的很多，艾尔通将来会成为最厉害的宫廷法师，甚至超越他的父亲。当然，这一切都不再可能，因为他已经慢慢的瘫软在地上了。他哭着求我不要杀他，他说这都是他父亲逼他那么说的，他的父亲临时有事回暴风城了，如果我想杀他的父亲，可以去暴风城运河区第一百一十号B1那里的别墅去杀&#8230;&#8230; </p>
<p>我把艾尔通的场子从腹腔内一寸一寸抽出来一圈圈缠绕在他的脖子上，他没有死，只是已经发到发不出任何声音了，这是他的攻击方式吗？他拉了一地的大便。 </p>
<p><br />
&#8220;嘭！&#8221; </p>
<p>一个茶杯砸在了我的后背，我那可爱纤细的尾巴条件反射般伸向我的身后，死死缠住了一个小小的身影。 </p>
<p>路斐，我惊的立刻松开了我的尾巴。 </p>
<p>路斐这次真的嚎啕大哭起来，眼泪与鼻涕在他的脸上流的一塌糊涂，他又捡起了一支烛台砸向我。&#8220;为什么&#8230;&#8230;为什么要骗我&#8230;&#8230;你为什么不走&#8230;&#8230;&#8230;&#8230;&#8221; </p>
<p>&#8220;路斐，离开这里。&#8221;我为什么会感到局促不安，我不知道该对路斐说些什么。 </p>
<p>路斐一边哭着一边骂我，我站在他的面前手忙脚乱的把身后的触须和尾巴都缩回自己的体内，我不想让路斐看到它们。 </p>
<p>&nbsp;</p>
<p>&#8220;为什么要杀人？&#8221;路斐带着哭腔掏出了一把匕首，他瘦小的身体不住的颤抖着。 </p>
<p>&#8220;为什么要杀人！！&#8221;匕首扎进了我的大腿，我哭了。 </p>
<p>&#8220;对不起&#8230;&#8230;&#8221;我哭着说。 </p>
<p>&#8220;我不喜欢这样的女孩！！&#8221; </p>
<p>&#8220;对不起&#8230;&#8230;&#8221;我哭着说。 </p>
<p>&#8220;我忘记了一件事情，所以就在后面追赶你，我看到了你回家做的那些事情&#8230;&#8230;&#8221;路斐抽泣着说：&#8220;你从屋子里飞出来了，我追不上你&#8230;&#8230;&#8221; </p>
<p>&#8220;你来追我干嘛？&#8221;我也哭的一塌糊涂，鲜血从我的眼睛中流出，我的胸口血红一片。 </p>
<p>&nbsp;</p>
<p>&#8220;我忘记告诉你一件事情&#8230;&#8230;&#8221;路斐张着嘴哭嚎着：&#8220;菊花茶，要放凉了才好喝&#8230;&#8230;&#8221; </p>
<p>&nbsp;</p>
<p>我流着眼泪笑了，我说谢谢路斐，你泡的菊花茶真的很好喝。 </p>
<p>封在我身体内的恶魔里有一只强大的魅魔，她把我的身材变得性感无比，她也给予了我那令任何男人都无法抗拒的美艳红唇，而我吻的第一个男人，就是路斐。 </p>
<p>我在路斐的额头上留下了深深的一吻，他很快就倒下昏睡过去。在很多远古的传说中，魅魔也被成为吞吃梦境的恶魔，她们在人们的梦中吸取人体内的能量。而我所做的，是为了抹去路斐这几天的记忆。 </p>
<p>忘记东谷猎场&#8230;&#8230; </p>
<p>忘记那个叫玛丽的女孩&#8230;&#8230; </p>
<p>忘记那年夏天的菊花茶&#8230;&#8230;&#8230;&#8230; </p>
<p>在这个夏天的晚上，我对一位年轻的绅士毁约了，玛丽已经无法成为你的舞伴，也无法再去喝你亲手煮的菊花茶&#8230;&#8230; </p>
<p>&nbsp;</p>
<p>我在月光下飞着，我不知道我该在哪里落脚，大概有上百名恶魔猎人在追踪着我，我在暴风城军情处A字通缉榜上排名第五。我也不敢飞的太高，那些狮鹫骑士可不是吃素的。我只能凭借着树林的掩护到处逃窜，我在树林中警惕的来回穿梭，时刻提防着随时都有可能射向我的一个个元素魔法，或者利箭。 </p>
<p>哗啦～～ </p>
<p>我低头一看，原来是我随身携带的那只水袋被树枝挂了下来。我在空中完成了一个漂亮的俯冲，在水袋摔到地面之前把它抢到了手中，并且牢牢的在腰间系紧。 </p>
<p>&nbsp;</p>
<p>我欺骗了路斐，做为欺骗恶魔的代价，所以我受到了诅咒。任何食物进入我的嘴里都会变成砂砾与泥浆，我只能依靠鲜血维生，所以我无法再去喝路斐给我准备的菊花茶。 </p>
<p>不，我没有骗路斐，就算我身后的翅膀与尾巴变的更大更长，就算我背后上的恶魔触手由四支变成了八支&#8230;&#8230; </p>
<p><br />
我也永远不会忘记， </p>
<p>那年夏天的菊花茶。 </p>
<p>&nbsp;</p>
<p><br />
【全文完】</p>
</div>
<p><!--文字--><!--文字--></p>
<img src ="http://www.cnblogs.com/oiramario/aggbug/1083334.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://oiramario.cnblogs.com/" target="_blank">千里马肝</a> 2008-02-27 10:16 <a href="http://www.cnblogs.com/oiramario/archive/2008/02/27/1083334.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>3DMax插件和它的3DXI接口</title><link>http://www.cnblogs.com/oiramario/archive/2007/11/27/973722.html</link><dc:creator>千里马肝</dc:creator><author>千里马肝</author><pubDate>Tue, 27 Nov 2007 02:46:00 GMT</pubDate><guid>http://www.cnblogs.com/oiramario/archive/2007/11/27/973722.html</guid><wfw:comment>http://www.cnblogs.com/oiramario/comments/973722.html</wfw:comment><comments>http://www.cnblogs.com/oiramario/archive/2007/11/27/973722.html#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>http://www.cnblogs.com/oiramario/comments/commentRss/973722.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/oiramario/services/trackbacks/973722.html</trackback:ping><description><![CDATA[3DXI是3DMax提供给游戏开发者的一套数据读取接口，之前它被称作为IGame。<br />
<br />
最近一直在搞Ogre的插件<br />
相关的文档都很少<br />
我相信搞这个的人很多，但是有时间整理拿出来共享的资料实在是太少<br />
Ogre自带的maxExplorer只是xml格式，二进制数据的导出竟然未完成，汗一个<br />
Lexi的搞得很复杂，还绑上了Ogre本身，通过Ogre的mesh接口导出，阅读和使用上很麻烦<br />
<br />
我的方法很土<br />
用oFusion导出，然后通过Ogre的序列化接口跟踪<br />
参考mesh的format文件头描述信息，编写自己的格式导出<br />
<br />
遇到的问题很多<br />
像是3DXI本身的接口说明就不太清晰<br />
例如一个TexCoord就有几种方式可以读取，却没有注明，当GetActiveMapChannelNum().Count() == 1时应该用GetTexVertex，否则应该用GetMapFaceIndex或GetMapVertex<br />
带来了不小的困扰<br />
另外，3DXI只负责收集数据，当遇到MultiMaterial时，手动拆分和复制vertices的工作还是要自行解决<br />
google到的资料上，前辈们都说自从有了3DXI，挺对得起这张脸，俺没有之前旧接口的切身体验，么有感觉<br />
<br />
总的来说，Ogre本身对于plugin的资料不是太多，加上3DXI SDK的说明中还存在有少量的BUG，所以走了不少弯路<br />
<br />
<font face="Courier New">大家有空可以看看现在max9 sdk里 Programmer's Guide里 Programming with 3dxi里的IGameMesh有一段代码<br />
<p style="background-color: #999999"><font face="Courier New">//gm is a pointer to IGameMesh<br />
if(exportMappingChannel)<br />
{<br />
&nbsp;&nbsp;&nbsp; Tab&lt;int&gt; mapNums = gm-&gt;GetActiveMapChannelNum();<br />
&nbsp;&nbsp;&nbsp; int mapCount = mapNums.Count();<br />
&nbsp;<br />
&nbsp;&nbsp;&nbsp; for(int i=0;i &lt; mapCount;i++)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; int vCount = gm-&gt;GetNumberOfMapVerts(mapNums[i]);<br />
&nbsp;&nbsp;&nbsp; buf.printf("%d",vCount);<br />
&nbsp;&nbsp;&nbsp; for(int j=0;j&lt;vCount;j++)<br />
&nbsp;&nbsp;&nbsp; {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; vert = NULL;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Point3 v;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if(gm-&gt;GetMapVertex(mapNums[i],j,v))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; //use data here<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }<br />
&nbsp;&nbsp;&nbsp; }<br />
&nbsp;&nbsp;&nbsp; int fCount = gm-&gt;GetNumberOfFaces();<br />
&nbsp;<br />
&nbsp;&nbsp;&nbsp; for(int k=0;k&lt;fCount;k++)<br />
&nbsp;&nbsp;&nbsp; {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; DWORD v[3];<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; gm-&gt;GetMapFaceIndex(mapNums[i],k,v);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; //use data here<br />
&nbsp;&nbsp;&nbsp; }<br />
}</font></p>
<p>这一段是从之前老的SDK中同样地方的一段代码<br />
<table style="border-collapse: collapse">
    <tbody>
        <tr style="page-break-inside: TableInfo">
            <td style="border-right: rgb(0,0,0) 0.5pt solid; padding-right: 5.4pt; border-top: rgb(0,0,0) 0.5pt solid; padding-left: 5.4pt; background: rgb(217,217,217); padding-bottom: 0pt; border-left: rgb(0,0,0) 0.5pt solid; width: 456.1pt; padding-top: 0pt; border-bottom: rgb(0,0,0) 0.5pt solid" valign="top" width="608">
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">//gm&nbsp;is&nbsp;a&nbsp;pointer&nbsp;to&nbsp;IGameMesh</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">if(exportMappingChannel)</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">{</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">Tab&lt;int&gt;&nbsp;mapNums&nbsp;=&nbsp;gm-&gt;GetActiveMapChannelNum();</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">int&nbsp;mapCount&nbsp;=&nbsp;mapNums.Count();</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">for(int&nbsp;i=0;i&nbsp;&lt;&nbsp;mapCount;i++)</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">{</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">int&nbsp;vCount&nbsp;=&nbsp;gm-&gt;GetNumberOfMapVerts(mapNums[i]);</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">buf.printf("%d",vCount);</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">for(int&nbsp;j=0;j&lt;vCount;j++)</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">{</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">vert&nbsp;=&nbsp;NULL;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">Point3&nbsp;v;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">if(gm-&gt;GetMapVertex(mapNums[i],j,v))</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">{</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">//use&nbsp;data&nbsp;here</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">}</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">}</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">int&nbsp;fCount&nbsp;=&nbsp;gm-&gt;GetNumberOfFaces();</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">for(int&nbsp;k=0;k&lt;fCount;k++)</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">{</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">DWORD&nbsp;&nbsp;v[3];</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">gm-&gt;GetMapFaceIndex(mapNums[i],k,v);</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'; mso-spacerun: 'yes'">//use&nbsp;data&nbsp;here</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">}</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">}</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            <p class="0" style="layout-grid-mode: char; text-align: justify"><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">&nbsp;</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'">}</span><span style="font-weight: bold; font-size: 10pt; font-family: 'Courier New'"><o:p></o:p></span></p>
            </td>
        </tr>
    </tbody>
</table>
<br />
大家来找岔~<br />
<br />
目前我的插件中，关于mesh这边的导出工作基本上已经完成<br />
1. position, diffuse, normal, texcoordx的导出<br />
2. multi material的处理<br />
3. 最小化vertex复制/拆分<br />
<!--endfragment-->4. material及sub-material数据导出<br />
5. texture自动复制<br />
<br />
接下来准备做mesh关键帧动画和骨骼动画这一块<br />
待完成后我会抽时间写篇文章出来共大家共享<br />
或者先提交给《游戏创造》骗点稿费过来花花也未尝不是一个好主意^_^Y</p>
</font>
<img src ="http://www.cnblogs.com/oiramario/aggbug/973722.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://oiramario.cnblogs.com/" target="_blank">千里马肝</a> 2007-11-27 10:46 <a href="http://www.cnblogs.com/oiramario/archive/2007/11/27/973722.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Visual Studio 2008 is here</title><link>http://www.cnblogs.com/oiramario/archive/2007/11/27/973647.html</link><dc:creator>千里马肝</dc:creator><author>千里马肝</author><pubDate>Tue, 27 Nov 2007 02:03:00 GMT</pubDate><guid>http://www.cnblogs.com/oiramario/archive/2007/11/27/973647.html</guid><wfw:comment>http://www.cnblogs.com/oiramario/comments/973647.html</wfw:comment><comments>http://www.cnblogs.com/oiramario/archive/2007/11/27/973647.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/oiramario/comments/commentRss/973647.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/oiramario/services/trackbacks/973647.html</trackback:ping><description><![CDATA[After many announcements, Microsoft has finally released Visual Studio 2008 with over 250 new features and improvements. It includes Visual Basic, Visual C#, Visual C++ and Visual Web Developer. Furthermore, Express Editions of these and new learning resources are available.<br />
<br />
<a href="http://msdn2.microsoft.com/en-us/vstudio/default.aspx">Read more about Visual Studio 2008</a><br />
<a href="http://www.microsoft.com/express/product/default.aspx">Get Visual Studio 2008 Express Edition</a><br />
<a href="http://www.microsoft.com/express/support/faq/default.aspx">Learn more about Visual Studio 2008 Express Edition</a><br />
<a href="http://www.microsoft.com/express/samples/">See samples and resources</a><br />
<img src ="http://www.cnblogs.com/oiramario/aggbug/973647.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://oiramario.cnblogs.com/" target="_blank">千里马肝</a> 2007-11-27 10:03 <a href="http://www.cnblogs.com/oiramario/archive/2007/11/27/973647.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>NVIDIA PerfHUD 5.1</title><link>http://www.cnblogs.com/oiramario/archive/2007/11/03/947650.html</link><dc:creator>千里马肝</dc:creator><author>千里马肝</author><pubDate>Sat, 03 Nov 2007 01:30:00 GMT</pubDate><guid>http://www.cnblogs.com/oiramario/archive/2007/11/03/947650.html</guid><wfw:comment>http://www.cnblogs.com/oiramario/comments/947650.html</wfw:comment><comments>http://www.cnblogs.com/oiramario/archive/2007/11/03/947650.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/oiramario/comments/commentRss/947650.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/oiramario/services/trackbacks/947650.html</trackback:ping><description><![CDATA[NVIDIA PerfHUD is a powerful real-time performance analysis tool for Direct3D applications.&nbsp; PerfHUD is widely used by the world's best game developers (see <a href="http://developer.nvidia.com/object/nvperfhud-screenshots.html">screenshots</a> and <a href="http://developer.nvidia.com/object/nvperfkit-testimonials.html">testimonials</a>). <br />
<br />
<p><strong>PerfHUD 5.1 Highlights:</strong></p>
<ul>
    <li>GeForce 8 Series support on&nbsp;Windows&nbsp;Vista and XP&nbsp;(older GPUs are also supported)
    <li>Microsoft Windows Vista support (DirectX 9 and 10)
    <li><em><font color="#ff0000">New in 5.1! </font></em>Instrumented driver updated to 163.71
    <li><em><font color="#ff0000">New in 5.1! </font></em>Compatibility with Managed and XNA applications
    <li><em><font color="#ff0000">New in 5.1!</font></em> Ability to tone map and save out textures and render targets
    <li><em><font color="#ff0000">New in 5.1!</font></em> <a href="http://developer.download.nvidia.com/tools/NVPerfKit/5.1/Changelist.txt">Complete changelist from PerfHUD 5.0 to 5.1</a>&nbsp;(.txt)
    <li>Interactive usage model
    <li>Shader edit-and-continue
    <li>Render state edit-and-continue
    <li>Revamped customizable user interface
    <li>Automatic bottleneck identification
    <li><a href="http://developer.nvidia.com/object/nvperfhud_home.html#features">Complete PerfHUD 5.1 feature list</a></li>
</ul>
<br />
<br />
<font face="Courier New"><a href="http://developer.nvidia.com/object/nvperfhud_home.html#downloads"><font face="Courier New">http://developer.nvidia.com/object/nvperfhud_home.html#downloads</font></a></font><br />
<img src ="http://www.cnblogs.com/oiramario/aggbug/947650.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://oiramario.cnblogs.com/" target="_blank">千里马肝</a> 2007-11-03 09:30 <a href="http://www.cnblogs.com/oiramario/archive/2007/11/03/947650.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>November 2007 DirectX SDK Now Available</title><link>http://www.cnblogs.com/oiramario/archive/2007/10/31/944077.html</link><dc:creator>千里马肝</dc:creator><author>千里马肝</author><pubDate>Wed, 31 Oct 2007 03:29:00 GMT</pubDate><guid>http://www.cnblogs.com/oiramario/archive/2007/10/31/944077.html</guid><wfw:comment>http://www.cnblogs.com/oiramario/comments/944077.html</wfw:comment><comments>http://www.cnblogs.com/oiramario/archive/2007/10/31/944077.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/oiramario/comments/commentRss/944077.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/oiramario/services/trackbacks/944077.html</trackback:ping><description><![CDATA[<font face="Courier New"><a href="http://download.microsoft.com/download/b/e/7/be7ffe34-903c-410b-bdbc-ee6c018df45c/dxsdk_november2007.exe"><font face="Courier New">http://download.microsoft.com/download/b/e/7/be7ffe34-903c-410b-bdbc-ee6c018df45c/dxsdk_november2007.exe</font></a></font>
<img src ="http://www.cnblogs.com/oiramario/aggbug/944077.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://oiramario.cnblogs.com/" target="_blank">千里马肝</a> 2007-10-31 11:29 <a href="http://www.cnblogs.com/oiramario/archive/2007/10/31/944077.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>OpenGL的春天来了</title><link>http://www.cnblogs.com/oiramario/archive/2007/10/31/943901.html</link><dc:creator>千里马肝</dc:creator><author>千里马肝</author><pubDate>Wed, 31 Oct 2007 01:46:00 GMT</pubDate><guid>http://www.cnblogs.com/oiramario/archive/2007/10/31/943901.html</guid><wfw:comment>http://www.cnblogs.com/oiramario/comments/943901.html</wfw:comment><comments>http://www.cnblogs.com/oiramario/archive/2007/10/31/943901.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/oiramario/comments/commentRss/943901.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/oiramario/services/trackbacks/943901.html</trackback:ping><description><![CDATA[<strong>The OpenGL ARB just released some information about their work on OpenGL 3.<br />
</strong><br />
You understandably want to know where the OpenGL 3 specification is. I have good news and some bad news. First the bad news. Obviously, the specification isn't out yet. The OpenGL ARB found, after careful review, some unresolved issues that we want addressed before we feel comfortable releasing a specification. The good news is that we've greatly improved the specification since Siggraph 2007, added some functionality, and flushed out a whole lot of details. None of these issues we found are of earth-shocking nature, but we did want them discussed and resolved to make absolutely sure we are on the right path, and we are. Rest assured we are working as hard as we can on getting the specification done. The ARB meets 5 times a week, and has done so for the last two months, to get this out to you as soon as possible. Getting a solid specification put together will also help us with the follow-ons to OpenGL 3: OpenGL Longs Peak Reloaded and Mount Evans. We don't want to spend time fixing mistakes made in haste.<br />
<br />
Read more in this <a href="http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=229374#Post229374">OpenGL.org forum post</a>.<br />
<br />
<br />
<strong>glslDevil v1.1.1 has been released<br />
</strong><br />
Version 1.1.1 of glslDevil - a free OpenGL shader debugger - has been released yesterday. This is mostly a maintenance release for v1.1 (shipped a few days ago). v1.1 is the first public version that supports Windows. <br />
<br />
For more information visit <a href="http://www.vis.uni-stuttgart.de/glsldevil/index.html">the glslDevil website</a><br />
<br />
<br />
<strong>GLSL Library <br />
</strong><br />
There are plenty of examples of GLSL shaders available in print or on the web. In this article, rather than showing an a la carte example, we will go through the creation of a shader library. Since the two most likely requirements in and OpenGL program are texturing and lighting the scene, those will be the two things we'll be doing. Specifically we'll be covering Texturing, and as an extension Multi-Texturing, and Per-pixel Lighting for Directional, Point, and Spot Lights. <br />
<br />
<font face="Courier New"><a href="http://www.gamedev.net/reference/programming/features/glsllib/"><font face="Courier New">http://www.gamedev.net/reference/programming/features/glsllib</font></a><br />
</font>
<img src ="http://www.cnblogs.com/oiramario/aggbug/943901.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://oiramario.cnblogs.com/" target="_blank">千里马肝</a> 2007-10-31 09:46 <a href="http://www.cnblogs.com/oiramario/archive/2007/10/31/943901.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>wxWidgets 2.8.6 released </title><link>http://www.cnblogs.com/oiramario/archive/2007/10/22/932757.html</link><dc:creator>千里马肝</dc:creator><author>千里马肝</author><pubDate>Mon, 22 Oct 2007 02:00:00 GMT</pubDate><guid>http://www.cnblogs.com/oiramario/archive/2007/10/22/932757.html</guid><wfw:comment>http://www.cnblogs.com/oiramario/comments/932757.html</wfw:comment><comments>http://www.cnblogs.com/oiramario/archive/2007/10/22/932757.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/oiramario/comments/commentRss/932757.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/oiramario/services/trackbacks/932757.html</trackback:ping><description><![CDATA[<p>October 1st, 2007 -- the wxWidgets team is pleased to announce a new wxWidgets release. wxWidgets is a mature, open source, cross-platform application framework for C++ and other languages.&nbsp;<br />
&nbsp;<br />
To get wxWidgets, please go to the download page at <a href="http://www.wxwidgets.org/downloads/" target="_new">http://www.wxwidgets.org/downloads/</a> &nbsp;<br />
&nbsp;<br />
This is mainly a bug fix release; please see changes.txt for details. </p>
<img src ="http://www.cnblogs.com/oiramario/aggbug/932757.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://oiramario.cnblogs.com/" target="_blank">千里马肝</a> 2007-10-22 10:00 <a href="http://www.cnblogs.com/oiramario/archive/2007/10/22/932757.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>