﻿<?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>C++博客-小星星的天空-随笔分类-Computer Graphics</title><link>http://www.cppblog.com/LittleStar/category/10419.html</link><description>   O(∩_∩)O  小月亮的fans   ^_^</description><language>zh-cn</language><lastBuildDate>Fri, 25 Sep 2009 02:21:43 GMT</lastBuildDate><pubDate>Fri, 25 Sep 2009 02:21:43 GMT</pubDate><ttl>60</ttl><item><title>Parallax Mapping 效果图 很烂的效果图 </title><link>http://www.cppblog.com/LittleStar/archive/2009/09/25/97192.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Thu, 24 Sep 2009 19:33:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/09/25/97192.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/97192.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/09/25/97192.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/97192.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/97192.html</trackback:ping><description><![CDATA[<h1 class="title_txt">normal map<br></h1>
<img alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/normalMapping1.JPG" width="646" height="511"><br><br>
<h1 class="title_txt">Parallax Mapping</h1>
<img alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/ParallaxMapping1.JPG" width="647" height="514"><br><br>对应的网格图<br><br><img alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/ParallaxMapping1mesh.JPG" width="645" height="513"><br><br>趁着人少发两张等着挨砖头的效果图。<br><br>看了一天的资料，证实了原来的想法是对的。<br>normal map&nbsp; 是 bump map 的改进，主要是GPU可编程为其创造了条件。<br>parallax map 是 normal map 的改进版本，相当于是对normal map 的修正，没什么心意。<br><br>Displacement Mapping貌似挺牛，明天仔细研究下 ：-）<br><img src ="http://www.cppblog.com/LittleStar/aggbug/97192.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-09-25 03:33 <a href="http://www.cppblog.com/LittleStar/archive/2009/09/25/97192.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Texture Blending &amp;&amp; Phone Model &amp;&amp; Roam Terrain  Utilize the Cg  to realize</title><link>http://www.cppblog.com/LittleStar/archive/2009/09/24/97084.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Wed, 23 Sep 2009 18:09:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/09/24/97084.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/97084.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/09/24/97084.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/97084.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/97084.html</trackback:ping><description><![CDATA[<img alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/roam10000.JPG" width="649" height="515"><br><br>先来张调整了参数的roam网格图片，把面片数约束在1w，这下roam的效果就明显了吧！<br>发现地势如果不是特别平坦的话，很难找到一个满意的参数，既能减少面片数，又能取得很好的显示效果。<br>如果有大片大片的平地，那就简单了。<br><br><img alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/roamtexture.JPG"><br><br>这是使用cg语言实现的 texture blend 使用四张纹理加一个细节纹理混合而成，<br>增加了像素级的 Phone 光照模型。光照的颜色有点怪怪的。<br><br><img src ="http://www.cppblog.com/LittleStar/aggbug/97084.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-09-24 02:09 <a href="http://www.cppblog.com/LittleStar/archive/2009/09/24/97084.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>改进的roam terrain 效果图</title><link>http://www.cppblog.com/LittleStar/archive/2009/09/21/96813.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Sun, 20 Sep 2009 17:00:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/09/21/96813.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/96813.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/09/21/96813.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/96813.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/96813.html</trackback:ping><description><![CDATA[<img alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/roam1.JPG" width="648" height="513"><br><br>面片数跟帧数永远的让人很矛盾。这样以后突变就很不明显了，肉眼几乎发现不了，不过感觉有退化成普通的lod的趋势。<br>当然，远处的网格还是会有跳动现象，不过那已经很远了，一般不会有人注意到发生了什么。<br>可是这样大大增加了网格数量，应用下视景体剪除效果会比这个好很多吧！<br><br><img src ="http://www.cppblog.com/LittleStar/aggbug/96813.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-09-21 01:00 <a href="http://www.cppblog.com/LittleStar/archive/2009/09/21/96813.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>关于 roam terrain 的疑问</title><link>http://www.cppblog.com/LittleStar/archive/2009/09/20/96742.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Sat, 19 Sep 2009 16:29:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/09/20/96742.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/96742.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/09/20/96742.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/96742.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/96742.html</trackback:ping><description><![CDATA[<img alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/roam.JPG" width="498" height="456"><br><br>这个是我实现出来的 roam terrain 地形<br>问题是，当我在地形上漫游时，网格必然会发生变化。不同层次的网格之间跳跃的很厉害，让人觉得地形很不真实，<br>有没有人有好的办法能解决？<br><br><img src ="http://www.cppblog.com/LittleStar/aggbug/96742.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-09-20 00:29 <a href="http://www.cppblog.com/LittleStar/archive/2009/09/20/96742.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>简易飞行仿真 —— 入侵我的小镇</title><link>http://www.cppblog.com/LittleStar/archive/2009/09/17/96480.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Wed, 16 Sep 2009 16:35:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/09/17/96480.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/96480.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/09/17/96480.html#Feedback</comments><slash:comments>7</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/96480.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/96480.html</trackback:ping><description><![CDATA[1.测试一下 flt文件读取和现实效果。<br>2.测试下引擎框架，寻找bug。<br><img style="width: 890px; height: 506px;" alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/flightsimulation.JPG"><br><br>这张是刚开始时没加载上外部文件时的<br><br><img style="width: 889px; height: 437px;" alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/bomb.JPG"><br><br>这张是爆炸效果图<br><img style="width: 881px; height: 476px;" alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/fire.JPG"><br><br>这张是着火效果<br><br><img style="width: 883px; height: 595px;" alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/daodan.JPG"><br><br>被导弹追击<br><br>最后来张夜色美景<br><br><img style="width: 869px; height: 470px;" alt=""  src="http://www.cppblog.com/images/cppblog_com/littlestar/night.JPG"><br><br><br>诚盼牛人指点不足！<br><img src ="http://www.cppblog.com/LittleStar/aggbug/96480.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-09-17 00:35 <a href="http://www.cppblog.com/LittleStar/archive/2009/09/17/96480.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>浅谈基于gpu的水体的模拟 【cg语言】</title><link>http://www.cppblog.com/LittleStar/archive/2009/06/04/86801.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Thu, 04 Jun 2009 15:33:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/06/04/86801.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/86801.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/06/04/86801.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/86801.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/86801.html</trackback:ping><description><![CDATA[<p><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;实现的方法很简单。就是用了折射和反射纹理，还用了一张bump图。<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;首先需要将场景分别渲染到折射纹理和反射纹理。<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;利用gpu程序把这两张纹理映射到水体上。利用bump图加上适当的扰动，形成水波效果。<br><br>&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;发下效果图：<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img height=664 alt="" src="http://www.cppblog.com/images/cppblog_com/littlestar/refract.JPG" width=1168 border=0><br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </p>
<img src ="http://www.cppblog.com/LittleStar/aggbug/86801.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-06-04 23:33 <a href="http://www.cppblog.com/LittleStar/archive/2009/06/04/86801.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>opengl场景保存成BMP文件</title><link>http://www.cppblog.com/LittleStar/archive/2009/06/02/86606.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Tue, 02 Jun 2009 15:54:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/06/02/86606.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/86606.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/06/02/86606.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/86606.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/86606.html</trackback:ping><description><![CDATA[<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<p><span>首先，我们了解一下</span><span>BMP</span><span>的格式，</span><span>BMP</span><span>有四部分组成，用表格表示如下：</span></p>
<table cellSpacing=0 cellPadding=0 border=1>
    <tbody>
        <tr>
            <td vAlign=top width=142>
            <p>&nbsp;</p>
            </td>
            <td vAlign=top width=142>
            <p>&nbsp;</p>
            </td>
            <td vAlign=top width=142>
            <p>&nbsp;</p>
            </td>
            <td vAlign=top width=142>
            <p>&nbsp;</p>
            </td>
        </tr>
        <tr>
            <td vAlign=top width=142>
            <p><span>1. </span><span>文件信息头</span></p>
            </td>
            <td vAlign=top width=142>
            <p><span>2. </span><span>位图信息头</span></p>
            </td>
            <td vAlign=top width=142>
            <p><span>3. </span><span>调色板</span></p>
            </td>
            <td vAlign=top width=142>
            <p><span>4. </span><span>位图数据</span></p>
            </td>
        </tr>
    </tbody>
</table>
<p>&nbsp;</p>
<p><span>第一部分，文件信息头的格式如下：</span></p>
<p><span>typedef struct tagBITMAPFILEHEADER {</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>WORD<span>&nbsp;&nbsp;&nbsp; </span>bfType;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>DWORD<span>&nbsp;&nbsp; </span>bfSize;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>WORD<span>&nbsp;&nbsp;&nbsp; </span>bfReserved1;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>WORD<span>&nbsp;&nbsp;&nbsp; </span>bfReserved2;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>DWORD<span>&nbsp;&nbsp; </span>bfOffBits;</span></p>
<p><span>} BITMAPFILEHEADER, FAR *LPBITMAPFILEHEADER, *PBITMAPFILEHEADER;</span></p>
<p><span>共有</span><span>14</span><span>个字节，其中</span><span>bfType</span><span>为文件类型，</span><span>BMP</span><span>的类型为</span><span>0&#215;4d42</span><span>，也就是字母</span><span>m</span><span>和</span><span>b</span><span>；</span><span>bfSize</span><span>是文件大小，为</span><span>1</span><span>，</span><span>2</span><span>，</span><span>3</span><span>，</span><span>4</span><span>部分大小的总和；</span><span>bfReserved1</span><span>和</span><span>bfReserved2</span><span>为</span><span>1</span><span>，</span><span>2</span><span>，</span><span>3</span><span>部分大小的总和。</span></p>
<p>&nbsp;</p>
<p><span>第二部分，位图信息头，定义如下：</span></p>
<p><span>typedef struct tagBITMAPINFOHEADER{</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>DWORD<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>biSize;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>LONG<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>biWidth;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>LONG<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>biHeight;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>WORD<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>biPlanes;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>WORD<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>biBitCount;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>DWORD<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>biCompression;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>DWORD<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>biSizeImage;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>LONG <span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>biXPelsPerMeter;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>LONG<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>biYPelsPerMeter;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>DWORD<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>biClrUsed;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>DWORD<span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>biClrImportant;</span></p>
<p><span>} BITMAPINFOHEADER, FAR *LPBITMAPINFOHEADER, *PBITMAPINFOHEADER;</span></p>
<p><span>总共</span><span>40</span><span>个字节，字段比较多，可以查看</span><span>MSDN</span><span>中的说明，对于</span><span>RGB24</span><span>的位图，这个结构体一般定义如下：</span></p>
<p><span>BITMAPINFOHEADER bih;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biSize = sizeof(BITMAPINFOHEADER);</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biWidth = width;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biHeight = height;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biPlanes = 1;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biBitCount = 24;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biCompression = 0;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biSizeImage = size;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biXPelsPerMeter = 0;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biYPelsPerMeter = 0;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biClrUsed = 0;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>bih.biClrImportant = 0;</span></p>
<p>&nbsp;</p>
<p><span>第三部分是调色板信息，定义如下：</span></p>
<p><span>typedef struct tagRGBQUAD {</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>BYTE<span>&nbsp;&nbsp;&nbsp; </span>rgbBlue;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>BYTE<span>&nbsp;&nbsp;&nbsp; </span>rgbGreen;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>BYTE<span>&nbsp;&nbsp;&nbsp; </span>rgbRed;</span></p>
<p><span><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </span>BYTE<span>&nbsp;&nbsp;&nbsp; </span>rgbReserved;</span></p>
<p><span>} RGBQUAD;</span></p>
<p><span>这部分用来表示</span><span>RGB</span><span>各色的强度，一般情况我们不把这一部分写到文件中。</span></p>
<p>&nbsp;</p>
<p><span>第四部分就是真正的数据，比如宽度和高度分别是</span><span>320</span><span>和</span><span>240</span><span>，这部分数据的长度应该为</span><span>320*240*3</span><span>（每个像素点上有</span><span>3</span><span>个字节，分别用来表示</span><span>b,g,r</span><span>的颜色）。</span></p>
<p>&nbsp;</p>
<p><span>根据对</span><span>BMP</span><span>格式的说明，我们可以轻易的写出一个生成</span><span>BMP</span><span>图像的函数，如下所示：<br></span></p>
<p><br>void saveBmp(const char* name ,int width,int height, unsigned char* data)<br>{<br>&nbsp;BMPHeader hdr;<br>&nbsp;BMPInfoHeader infoHdr;<br>&nbsp;int x, y;</p>
<p>&nbsp;infoHdr.size = 40;<br>&nbsp;infoHdr.width = width;<br>&nbsp;infoHdr.height = height;<br>&nbsp;infoHdr.planes = 1;<br>&nbsp;infoHdr.bitsPerPixel = 24;<br>&nbsp;infoHdr.compression = 0;<br>&nbsp;infoHdr.imageSize =width* height * 3;<br>&nbsp;infoHdr.xPelsPerMeter = 0;<br>&nbsp;infoHdr.yPelsPerMeter = 0;<br>&nbsp;infoHdr.clrUsed = 0;<br>&nbsp;infoHdr.clrImportant = 0;</p>
<p>&nbsp;hdr.type = 0x4D42;<br>&nbsp;hdr.reserved1 = 0;<br>&nbsp;hdr.reserved2 = 0;<br>&nbsp;hdr.offset = 54;<br>&nbsp;hdr.size =(DWORD)(sizeof(BMPHeader)+sizeof(BMPInfoHeader)+width* height * 3);</p>
<p><br>&nbsp;FILE *fd;</p>
<p>&nbsp;if( !(fd = fopen(name,"wb+")) )<br>&nbsp;{<br>&nbsp;&nbsp;printf("***BMP load error: file access denied***\n");<br>&nbsp;&nbsp;exit(0);<br>&nbsp;}<br>&nbsp;fwrite(&amp;hdr,1,sizeof(BMPHeader),fd);<br>&nbsp;fwrite(&amp;infoHdr,1,sizeof(BMPInfoHeader),fd);<br>&nbsp;fwrite(data,1,width* height * 3,fd);<br>&nbsp;fclose(fd);</p>
<p>}<br><br><br>&nbsp;从opengl中读取场景也很简单，就是个函数就搞定，废话少说，直接上代码：<br><br>void <br>saveSceneImage()<br>{<br>&nbsp;GLint pView[4];<br>&nbsp;glGetIntegerv(GL_VIEWPORT,pView);</p>
<p>&nbsp;GLsizei numComponet = 3;<br>&nbsp;GLsizei bufferSize = pView[2]*pView[3]*sizeof(GLfloat)*numComponet;<br>&nbsp;GLfloat* _data = new GLfloat[bufferSize];<br>&nbsp;unsigned char*&nbsp; data = new unsigned char[bufferSize];<br>&nbsp;</p>
<p>&nbsp;glReadPixels(pView[0],pView[1],pView[2],pView[3],GL_RGB,GL_FLOAT,_data);</p>
<p>&nbsp;for (int i = 0 ; i &lt;bufferSize ; i ++)<br>&nbsp;{<br>&nbsp;&nbsp;{<br>&nbsp;&nbsp;&nbsp;data[i] = _data[i] * 256;<br>&nbsp;&nbsp;}<br>&nbsp;}<br>&nbsp;saveBmp("1.bmp",pView[2],pView[3],data);<br>&nbsp;delete[] data;<br>&nbsp;delete[] _data;</p>
<p>}</p>
<p>&nbsp;</p>
<p>有哪位朋友有更好的方法，欢迎讨论<br></p>
<img src ="http://www.cppblog.com/LittleStar/aggbug/86606.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-06-02 23:54 <a href="http://www.cppblog.com/LittleStar/archive/2009/06/02/86606.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>shadow map 初体验</title><link>http://www.cppblog.com/LittleStar/archive/2009/05/23/85536.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Sat, 23 May 2009 12:10:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/05/23/85536.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/85536.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/05/23/85536.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/85536.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/85536.html</trackback:ping><description><![CDATA[<p class=p0 style="MARGIN-TOP: 0pt; MARGIN-BOTTOM: 0pt; MARGIN-LEFT: 21pt; TEXT-ALIGN: justify"><span style="FONT-SIZE: 12pt; FONT-FAMILY: 'Wingdings'; mso-spacerun: 'yes'"><br><br>l&nbsp;</span><span style="FONT-SIZE: 12pt; FONT-FAMILY: '宋体'; mso-spacerun: 'yes'">这周主要是研究了一下<font face="Times New Roman">shadow&nbsp;map&nbsp;</font><font face=宋体>算法。看起来简单，实现起来还真不容易。不过做出来以后回头一看，也没什么。</font></span><span style="FONT-SIZE: 12pt; FONT-FAMILY: '宋体'; mso-spacerun: 'yes'"><o:p></o:p></span></p>
<p class=p0 style="MARGIN-TOP: 0pt; MARGIN-BOTTOM: 0pt; MARGIN-LEFT: 21pt; TEXT-ALIGN: justify"><span style="FONT-SIZE: 12pt; FONT-FAMILY: 'Wingdings'; mso-spacerun: 'yes'">l&nbsp;</span><span style="FONT-SIZE: 12pt; FONT-FAMILY: '宋体'; mso-spacerun: 'yes'">我的方法还比较笨拙，先绘制一遍场景，计算出深度，存储到一个纹理中。然后第二遍绘制的时候，把点用第一次绘制的时候的矩阵变换一下，读取出纹理中的值于变换后的<font face="Times New Roman">z</font><font face=宋体>比较。期间遇见了奇怪的矩阵不一致问题，对于</font><font face="Times New Roman">opengl</font><font face=宋体>中矩阵跟</font><font face="Times New Roman">cg</font><font face=宋体>的矩阵有什么关系，还是不大清楚，为什么从</font><font face="Times New Roman">opengl</font><font face=宋体>中读出的矩阵直接输入到</font><font face="Times New Roman">cg</font><font face=宋体>中就不对呢，非要用他内置的变量呢？</font></span><span style="FONT-SIZE: 12pt; FONT-FAMILY: '宋体'; mso-spacerun: 'yes'"><o:p></o:p></span></p>
<p class=p0 style="MARGIN-TOP: 0pt; MARGIN-BOTTOM: 0pt; MARGIN-LEFT: 21pt; TEXT-ALIGN: justify"><span style="FONT-SIZE: 12pt; FONT-FAMILY: 'Wingdings'; mso-spacerun: 'yes'">l&nbsp;</span><span style="FONT-SIZE: 12pt; FONT-FAMILY: '宋体'; mso-spacerun: 'yes'">大地形时锯齿现象还是比较严重，虽然采样了<font face="Times New Roman">9</font><font face=宋体>个点，但是过度还是不那么自然。</font></span><span style="FONT-SIZE: 12pt; FONT-FAMILY: '宋体'; mso-spacerun: 'yes'"><o:p></o:p></span></p>
<p class=p0 style="MARGIN-TOP: 0pt; MARGIN-BOTTOM: 0pt"><span style="FONT-SIZE: 12pt; COLOR: #000000; FONT-FAMILY: '宋体'; mso-spacerun: 'yes'">&nbsp;&nbsp;&nbsp; 现在模拟出来的现象，比较像点光源。跟透视投影有关吧，那么要是模拟太阳光，是不是就得用正交投影呢？<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp; <span style="COLOR: #ff0000">如果哪位大哥能帮助我解决这些疑问，不胜感激！<br><br>&nbsp;&nbsp;&nbsp;附几张效果图，给大家娱乐一下:)<br><br>&nbsp;&nbsp;&nbsp;<img height=679 alt="" src="http://www.cppblog.com/images/cppblog_com/littlestar/shadowMap1.JPG" width=1146 border=0></span></span></p>
<br><br>加了消除锯齿的<br><img height=575 src="http://www.cppblog.com/images/cppblog_com/littlestar/unAliasing.JPG" width=1030 border=0><br><br><br>未加消除锯齿的:)<br><br>下面是随意截得几个场景！<br><br><img height=647 src="http://www.cppblog.com/images/cppblog_com/littlestar/shadowMap2.JPG" width=1164 border=0><br><!--endfragment--><br><br><img height=618 src="http://www.cppblog.com/images/cppblog_com/littlestar/shadowmap3.JPG" width=975 border=0> 
<img src ="http://www.cppblog.com/LittleStar/aggbug/85536.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-05-23 20:10 <a href="http://www.cppblog.com/LittleStar/archive/2009/05/23/85536.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>浅谈大规模地形仿真中的基于四叉树的LOD技术</title><link>http://www.cppblog.com/LittleStar/archive/2009/05/11/82546.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Mon, 11 May 2009 03:42:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/05/11/82546.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/82546.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/05/11/82546.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/82546.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/82546.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;LOD对于初学者来说可能会感觉到有些复杂，其实做起来很容易。&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;首先我们谈一下为什么要用LOD技术：&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&n...&nbsp;&nbsp;<a href='http://www.cppblog.com/LittleStar/archive/2009/05/11/82546.html'>阅读全文</a><img src ="http://www.cppblog.com/LittleStar/aggbug/82546.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-05-11 11:42 <a href="http://www.cppblog.com/LittleStar/archive/2009/05/11/82546.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>关于3ds读取文件中一处错误的改正——Run-Time Check Failure #2 - Stack around the variable 'version' was corrupted</title><link>http://www.cppblog.com/LittleStar/archive/2009/05/03/81749.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Sun, 03 May 2009 02:46:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/05/03/81749.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/81749.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/05/03/81749.html#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/81749.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/81749.html</trackback:ping><description><![CDATA[<p>今天加载一个3ds模型，运行时提示说<br>Run-Time Check Failure #2 - Stack around the variable 'version' was corrupted.<br>明明以前都好用了的，纳闷得很。<br>仔细查看了下代码，发现了一处错误.<br>请看代码：<br>&nbsp;<br><br>//&nbsp; 下面的函数读出3ds文件的主要部分<br>void C3ds::ProcessNextChunk(t3DModel *pModel, tChunk *pPreviousChunk)<br>{<br>&nbsp;t3DObject newObject = {0};&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 用来添加到对象链表<br>&nbsp;tMaterialInfo newTexture = {0};&nbsp;&nbsp;&nbsp;&nbsp;// 用来添加到材质链表<br>&nbsp;unsigned int version[10] = {0};&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 保存文件版本&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span style="COLOR: red">&nbsp; 注意：此处以前为<span style="COLOR: red"><font color=#000000>unsigned int version10 = 0;&nbsp;&nbsp;<span style="COLOR: red">之所以发生那个错误，原因是<br></span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span style="COLOR: red">这里只声明了一个变量，下面却那他的地址当读取文件的目的地址</span><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span style="COLOR: red">当读取字节数超过4时，就会引起上面那个错误。</span>&nbsp;</font><br></span></span>&nbsp;int buffer[50000] = {0};&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 用来跳过不需要的数据<br>&nbsp;m_CurrentChunk = new tChunk;&nbsp;&nbsp;&nbsp;&nbsp;// 为新的块分配空间&nbsp;&nbsp;</p>
<p>&nbsp;//&nbsp; 下面每读一个新块，都要判断一下块的ID，如果该块是需要的读入的，则继续进行<br>&nbsp;//&nbsp; 如果是不需要读入的块，则略过</p>
<p>&nbsp;// 继续读入子块，直到达到预定的长度<br>&nbsp;while (pPreviousChunk-&gt;bytesRead &lt; pPreviousChunk-&gt;length)<br>&nbsp;{<br>&nbsp;&nbsp;// 读入下一个块<br>&nbsp;&nbsp;ReadChunk(m_CurrentChunk);</p>
<p>&nbsp;&nbsp;// 判断块的ID号<br>&nbsp;&nbsp;switch (m_CurrentChunk-&gt;ID)<br>&nbsp;&nbsp;{<br>&nbsp;&nbsp;case VERSION:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 文件版本号<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;// 在该块中有一个无符号短整型数保存了文件的版本<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;// 读入文件的版本号，并将字节数添加到bytesRead变量中<br>&nbsp;&nbsp;&nbsp;m_CurrentChunk-&gt;bytesRead += fread(&amp;version, 1, m_CurrentChunk-&gt;length - m_CurrentChunk-&gt;bytesRead, m_FilePointer);</p>
<p>&nbsp;&nbsp;&nbsp;// 如果文件版本号大于3，给出一个警告信息<br>&nbsp;&nbsp;&nbsp;if (<span style="COLOR: red">version[0] &gt; 0x03</span>)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;<span style="COLOR: red">注意：此处原为<span style="COLOR: red">version0 &gt; 0x03</span><br></span>&nbsp;&nbsp;&nbsp;&nbsp;MessageBox(NULL, "This 3DS file is over version 3 so it may load incorrectly", "Warning", MB_OK);<br>&nbsp;&nbsp;&nbsp;break;</p>
<p>&nbsp;&nbsp;case OBJECTINFO:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 网格版本信息<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;// 读入下一个块<br>&nbsp;&nbsp;&nbsp;ReadChunk(m_TempChunk);</p>
<p>&nbsp;&nbsp;&nbsp;// 获得网格的版本号<br>&nbsp;&nbsp;&nbsp;m_TempChunk-&gt;bytesRead += fread(&amp;version, 1, m_TempChunk-&gt;length - m_TempChunk-&gt;bytesRead, m_FilePointer);</p>
<p>&nbsp;&nbsp;&nbsp;// 增加读入的字节数<br>&nbsp;&nbsp;&nbsp;m_CurrentChunk-&gt;bytesRead += m_TempChunk-&gt;bytesRead;</p>
<p>&nbsp;&nbsp;&nbsp;// 进入下一个块<br>&nbsp;&nbsp;&nbsp;ProcessNextChunk(pModel, m_CurrentChunk);<br>&nbsp;&nbsp;&nbsp;break;</p>
<p>&nbsp;&nbsp;case MATERIAL:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 材质信息</p>
<p>&nbsp;&nbsp;&nbsp;// 材质的数目递增<br>&nbsp;&nbsp;&nbsp;pModel-&gt;numOfMaterials++;</p>
<p>&nbsp;&nbsp;&nbsp;// 在纹理链表中添加一个空白纹理结构<br>&nbsp;&nbsp;&nbsp;pModel-&gt;pMaterials.push_back(newTexture);</p>
<p>&nbsp;&nbsp;&nbsp;// 进入材质装入函数<br>&nbsp;&nbsp;&nbsp;ProcessNextMaterialChunk(pModel, m_CurrentChunk);<br>&nbsp;&nbsp;&nbsp;break;</p>
<p>&nbsp;&nbsp;case OBJECT:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 对象的名称<br>&nbsp;&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;// 该块是对象信息块的头部，保存了对象了名称</p>
<p>&nbsp;&nbsp;&nbsp;// 对象数递增<br>&nbsp;&nbsp;&nbsp;pModel-&gt;numOfObjects++;<br>&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;// 添加一个新的tObject节点到对象链表中<br>&nbsp;&nbsp;&nbsp;pModel-&gt;pObject.push_back(newObject);<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;// 初始化对象和它的所有数据成员<br>&nbsp;&nbsp;&nbsp;memset(&amp;(pModel-&gt;pObject[pModel-&gt;numOfObjects - 1]), 0, sizeof(t3DObject));</p>
<p>&nbsp;&nbsp;&nbsp;// 获得并保存对象的名称，然后增加读入的字节数<br>&nbsp;&nbsp;&nbsp;m_CurrentChunk-&gt;bytesRead += GetString(pModel-&gt;pObject[pModel-&gt;numOfObjects - 1].strName);<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;// 进入其余的对象信息的读入<br>&nbsp;&nbsp;&nbsp;ProcessNextObjectChunk(pModel, &amp;(pModel-&gt;pObject[pModel-&gt;numOfObjects - 1]), m_CurrentChunk);<br>&nbsp;&nbsp;&nbsp;break;</p>
<p>&nbsp;&nbsp;case EDITKEYFRAME:</p>
<p>&nbsp;&nbsp;&nbsp;// 跳过关键帧块的读入，增加需要读入的字节数<br>&nbsp;&nbsp;&nbsp;m_CurrentChunk-&gt;bytesRead += fread(buffer, 1, m_CurrentChunk-&gt;length - m_CurrentChunk-&gt;bytesRead, m_FilePointer);<br>&nbsp;&nbsp;&nbsp;break;</p>
<p>&nbsp;&nbsp;default: <br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;//&nbsp; 跳过所有忽略的块的内容的读入，增加需要读入的字节数<br>&nbsp;&nbsp;&nbsp;m_CurrentChunk-&gt;bytesRead += fread(buffer, 1, m_CurrentChunk-&gt;length - m_CurrentChunk-&gt;bytesRead, m_FilePointer);<br>&nbsp;&nbsp;&nbsp;break;<br>&nbsp;&nbsp;}</p>
<p>&nbsp;&nbsp;// 增加从最后块读入的字节数<br>&nbsp;&nbsp;pPreviousChunk-&gt;bytesRead += m_CurrentChunk-&gt;bytesRead;<br>&nbsp;}</p>
<p>&nbsp;// 释放当前块的内存空间<br>&nbsp;delete m_CurrentChunk;<br>&nbsp;m_CurrentChunk = pPreviousChunk;<br>}<br><br><br><br>我想大家对这段代码都很熟悉，不知大家是否也遇见过跟我类似的问题，也不知道我说明白了问题没有，只希望对大家有所帮助O(&#8745;_&#8745;)O&nbsp; 。</p>
<img src ="http://www.cppblog.com/LittleStar/aggbug/81749.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-05-03 10:46 <a href="http://www.cppblog.com/LittleStar/archive/2009/05/03/81749.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>结合opengl加cg语言实现地形渲染初步研究</title><link>http://www.cppblog.com/LittleStar/archive/2009/04/30/81599.html</link><dc:creator>Little Star</dc:creator><author>Little Star</author><pubDate>Thu, 30 Apr 2009 13:05:00 GMT</pubDate><guid>http://www.cppblog.com/LittleStar/archive/2009/04/30/81599.html</guid><wfw:comment>http://www.cppblog.com/LittleStar/comments/81599.html</wfw:comment><comments>http://www.cppblog.com/LittleStar/archive/2009/04/30/81599.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cppblog.com/LittleStar/comments/commentRss/81599.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/LittleStar/services/trackbacks/81599.html</trackback:ping><description><![CDATA[<blockquote dir=ltr style="MARGIN-RIGHT: 0px">
<p dir=ltr><br><br>1.&nbsp;地形数据直接从bmp文件中读入的。<br>2. 纹理混合用的cg语言，在gpu上实现的。<br>3.水面采用的折射，反射和法线贴图。<br>4.第一次发帖，发图纪念。<br><br><img height=619 alt="" src="http://www.cppblog.com/images/cppblog_com/littlestar/upload.JPG" width=1159 border=0><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
</blockquote>
<img src ="http://www.cppblog.com/LittleStar/aggbug/81599.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/LittleStar/" target="_blank">Little Star</a> 2009-04-30 21:05 <a href="http://www.cppblog.com/LittleStar/archive/2009/04/30/81599.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>