﻿<?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-飘飘白云-随笔分类-Directx3D</title><link>http://www.cppblog.com/kesalin/category/6480.html</link><description>游戏开发</description><language>zh-cn</language><lastBuildDate>Mon, 19 May 2008 16:42:17 GMT</lastBuildDate><pubDate>Mon, 19 May 2008 16:42:17 GMT</pubDate><ttl>60</ttl><item><title>D3D中的texture应用示例</title><link>http://www.cppblog.com/kesalin/archive/2008/03/23/45183.html</link><dc:creator>飘飘白云</dc:creator><author>飘飘白云</author><pubDate>Sun, 23 Mar 2008 06:15:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2008/03/23/45183.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/45183.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2008/03/23/45183.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/45183.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/45183.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 本文列举了Direct3D中各种纹理应用实现：黑暗贴图，发光贴图，漫反射映射贴图，细节纹理，纹理混合，有较详尽的注解。其中黑暗贴图，发光贴图，细节纹理都是采用多重纹理的方法实现（也可以采用多次渲染混合实现）。<br><br>示例代码使用Beginning direct3D game programming中的框架，省去不少事情，可以专注纹理话题。代码：点此下载<br><br>下面来看代码与效果：&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2008/03/23/45183.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/45183.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/kesalin/" target="_blank">飘飘白云</a> 2008-03-23 14:15 <a href="http://www.cppblog.com/kesalin/archive/2008/03/23/45183.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>简单的纹理管理器</title><link>http://www.cppblog.com/kesalin/archive/2008/03/22/45136.html</link><dc:creator>飘飘白云</dc:creator><author>飘飘白云</author><pubDate>Sat, 22 Mar 2008 14:06:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2008/03/22/45136.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/45136.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2008/03/22/45136.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/45136.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/45136.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 游戏中的资源一般都是由资源管理器来处理的，资源管理器负责载入，释放，以及根据资源ID返回相关资源供游戏程序使用。下面改写spheregames的纹理管理示例，使用dx9的common框架简单地实现了一个纹理资源管理器，权且贴出来一下。&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2008/03/22/45136.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/45136.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/kesalin/" target="_blank">飘飘白云</a> 2008-03-22 22:06 <a href="http://www.cppblog.com/kesalin/archive/2008/03/22/45136.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>