﻿<?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-flagship的理想与现实-最新评论</title><link>http://www.cppblog.com/flagship/commentsrss.aspx</link><description>创新+实践</description><language>zh-cn</language><pubDate>Wed, 25 Mar 2009 15:29:41 GMT</pubDate><lastBuildDate>Wed, 25 Mar 2009 15:29:41 GMT</lastBuildDate><generator>cnblogs</generator><item><title>re: 多Pass渲染体系与多线程渲染的矛盾</title><link>http://www.cppblog.com/flagship/archive/2009/03/17/76630.html#76936</link><dc:creator>flagship</dc:creator><author>flagship</author><pubDate>Tue, 17 Mar 2009 14:47:00 GMT</pubDate><guid>http://www.cppblog.com/flagship/archive/2009/03/17/76630.html#76936</guid><description><![CDATA[@seesea<br>首先我不考虑支持opengl<br>当初设计的时候也曾考虑抽象渲染层<br>但发现dx9和dx10API差距太大了，不好抽象<br>所以就干脆就写了两个完整的渲染器<br>下几篇介绍下渲染结构～～<br><img src ="http://www.cppblog.com/flagship/aggbug/76936.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/flagship/" target="_blank">flagship</a> 2009-03-17 22:47 <a href="http://www.cppblog.com/flagship/archive/2009/03/17/76630.html#76936#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 多Pass渲染体系与多线程渲染的矛盾</title><link>http://www.cppblog.com/flagship/archive/2009/03/16/76630.html#76777</link><dc:creator>seesea</dc:creator><author>seesea</author><pubDate>Mon, 16 Mar 2009 13:34:00 GMT</pubDate><guid>http://www.cppblog.com/flagship/archive/2009/03/16/76630.html#76777</guid><description><![CDATA[关注中...<br><br>不知道楼主是否对ogre的多线程渲染系统有了解么？以下是它的文档和代码下载地址：<br><a target="_new" href="http://www.intel.com/cd/ids/developer/apac/zho/dc/games/333061.htm">http://www.intel.com/cd/ids/developer/apac/zho/dc/games/333061.htm</a><br>不知道对楼主有没有帮助！<br>还有你这个引擎好像只支持dx，是否可考虑像ogre那样把渲染系统抽象出来。<br><br>本人现在也正在准备写一个plant engine,希望多多交流。<img src ="http://www.cppblog.com/flagship/aggbug/76777.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/flagship/" target="_blank">seesea</a> 2009-03-16 21:34 <a href="http://www.cppblog.com/flagship/archive/2009/03/16/76630.html#76777#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 3D引擎多线程：逻辑操作</title><link>http://www.cppblog.com/flagship/archive/2009/03/15/72556.html#76613</link><dc:creator>seesea</dc:creator><author>seesea</author><pubDate>Sat, 14 Mar 2009 16:51:00 GMT</pubDate><guid>http://www.cppblog.com/flagship/archive/2009/03/15/72556.html#76613</guid><description><![CDATA[关注中...<img src ="http://www.cppblog.com/flagship/aggbug/76613.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/flagship/" target="_blank">seesea</a> 2009-03-15 00:51 <a href="http://www.cppblog.com/flagship/archive/2009/03/15/72556.html#76613#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: DX11与多线程渲染</title><link>http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73977</link><dc:creator>Bill Hsu</dc:creator><author>Bill Hsu</author><pubDate>Mon, 16 Feb 2009 15:18:00 GMT</pubDate><guid>http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73977</guid><description><![CDATA[准备直接跳到DX12<img src ="http://www.cppblog.com/flagship/aggbug/73977.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/flagship/" target="_blank">Bill Hsu</a> 2009-02-16 23:18 <a href="http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73977#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: DX11与多线程渲染</title><link>http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73959</link><dc:creator>3D引擎</dc:creator><author>3D引擎</author><pubDate>Mon, 16 Feb 2009 10:41:00 GMT</pubDate><guid>http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73959</guid><description><![CDATA[想学3D引擎设计，介绍一些好书呀？目前刚学C++。<img src ="http://www.cppblog.com/flagship/aggbug/73959.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/flagship/" target="_blank">3D引擎</a> 2009-02-16 18:41 <a href="http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73959#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: DX11与多线程渲染</title><link>http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73957</link><dc:creator>LOGOS</dc:creator><author>LOGOS</author><pubDate>Mon, 16 Feb 2009 09:51:00 GMT</pubDate><guid>http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73957</guid><description><![CDATA[所有的表面都可以并行的渲染<br>这个确实很吸引人<img src ="http://www.cppblog.com/flagship/aggbug/73957.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/flagship/" target="_blank">LOGOS</a> 2009-02-16 17:51 <a href="http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73957#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: DX11与多线程渲染</title><link>http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73954</link><dc:creator>xoyojank</dc:creator><author>xoyojank</author><pubDate>Mon, 16 Feb 2009 09:42:00 GMT</pubDate><guid>http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73954</guid><description><![CDATA[可惜用户的显卡没普及, 操作系统也没统一<br>T T<img src ="http://www.cppblog.com/flagship/aggbug/73954.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/flagship/" target="_blank">xoyojank</a> 2009-02-16 17:42 <a href="http://www.cppblog.com/flagship/archive/2009/02/16/73951.html#73954#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 3D引擎多线程：渲染与逻辑分离</title><link>http://www.cppblog.com/flagship/archive/2009/02/05/71165.html#73057</link><dc:creator>conan</dc:creator><author>conan</author><pubDate>Thu, 05 Feb 2009 08:21:00 GMT</pubDate><guid>http://www.cppblog.com/flagship/archive/2009/02/05/71165.html#73057</guid><description><![CDATA[这个就是和ringbuffer差不多<img src ="http://www.cppblog.com/flagship/aggbug/73057.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/flagship/" target="_blank">conan</a> 2009-02-05 16:21 <a href="http://www.cppblog.com/flagship/archive/2009/02/05/71165.html#73057#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 3D引擎多线程：渲染与逻辑分离</title><link>http://www.cppblog.com/flagship/archive/2009/01/16/71165.html#72179</link><dc:creator>flagship</dc:creator><author>flagship</author><pubDate>Fri, 16 Jan 2009 08:06:00 GMT</pubDate><guid>http://www.cppblog.com/flagship/archive/2009/01/16/71165.html#72179</guid><description><![CDATA[@落魄江湖-随风而行<br>COMMAND BUFFER 我不太了解，这就去查一下<br>我想问的是：逻辑线程如何与渲染前端线程同步的？<img src ="http://www.cppblog.com/flagship/aggbug/72179.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/flagship/" target="_blank">flagship</a> 2009-01-16 16:06 <a href="http://www.cppblog.com/flagship/archive/2009/01/16/71165.html#72179#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 3D引擎多线程：渲染与逻辑分离</title><link>http://www.cppblog.com/flagship/archive/2009/01/16/71165.html#72152</link><dc:creator>落魄江湖-随风而行</dc:creator><author>落魄江湖-随风而行</author><pubDate>Fri, 16 Jan 2009 03:22:00 GMT</pubDate><guid>http://www.cppblog.com/flagship/archive/2009/01/16/71165.html#72152</guid><description><![CDATA[  关于多线程（或smp）渲染，是一个比较麻烦的手段，通过doom3 sdk结合quake3源代码，我这里也总结一下DOOM3/QUAKE3的多线程（SMP）渲染技术框架，供参考。<br>  首先定义逻辑，逻辑端不涉及任何渲染操作和资源载入，仅仅是各个ENTITY的动态变化和物理碰撞检测等，可以形成一套脚本语言，分配一个线程，称为脚本线程，专门从事业务逻辑处理，逻辑代码由逻辑程序员编写。<br>  其次，定义渲染，渲染分为两个线程，即渲染前端线程和渲染后端线程<br>  渲染前端线程的主要作用是进行场景管理，可视性检测，形成COMMAND BUFFFER命令，在渲染前端线程里面不涉及到任何的渲染API的调用，例如GL/D3D等，然后由渲染前端将可视化的渲染数据提交给渲染后端，渲染后端从COMMANDBUFFER中获得渲染数据后，进行BATCH，设置渲染状态等，提交给渲染API进入GPU硬件流水线<br>   使用COMMAND BUFFER事实上已经成为并行渲染系统的标准解决方案了，D3D FOR XBOX版本的API函数里面包含COMMAND BUFFER接口，事实上QUAKE3是第一个引擎使用COMMAND BUFFER实现SMP渲染的引擎。<br><br>    随风而行  QQ群 38224573 3D引擎研发[1]<br>    <br>   <img src ="http://www.cppblog.com/flagship/aggbug/72152.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/flagship/" target="_blank">落魄江湖-随风而行</a> 2009-01-16 11:22 <a href="http://www.cppblog.com/flagship/archive/2009/01/16/71165.html#72152#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>