﻿<?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</title><link>http://www.cppblog.com/kesalin/</link><description>游戏开发</description><language>zh-cn</language><lastBuildDate>Sat, 17 May 2008 12:28:57 GMT</lastBuildDate><pubDate>Sat, 17 May 2008 12:28:57 GMT</pubDate><ttl>60</ttl><item><title>如何列举目录下的文件</title><link>http://www.cppblog.com/kesalin/archive/2008/04/04/46249.html</link><dc:creator>飘飘白云</dc:creator><author>飘飘白云</author><pubDate>Fri, 04 Apr 2008 03:53:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2008/04/04/46249.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/46249.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2008/04/04/46249.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/46249.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/46249.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 调用打开文件对话框获取路径以及列举目录下的文件&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2008/04/04/46249.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/46249.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> 2008-04-04 11:53 <a href="http://www.cppblog.com/kesalin/archive/2008/04/04/46249.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>【译】各种光照的算法原理</title><link>http://www.cppblog.com/kesalin/archive/2008/03/30/45749.html</link><dc:creator>飘飘白云</dc:creator><author>飘飘白云</author><pubDate>Sun, 30 Mar 2008 07:58:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2008/03/30/45749.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/45749.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2008/03/30/45749.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/45749.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/45749.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 介绍各种光照的算法原理：环境光，漫射光，镜面高光，菲涅尔准则<br>Describes various per-pixel effects, including diffuse, specular (phong) and fresnel pixel shaders.&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2008/03/30/45749.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/45749.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> 2008-03-30 15:58 <a href="http://www.cppblog.com/kesalin/archive/2008/03/30/45749.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><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><item><title>如何限制文本框换行</title><link>http://www.cppblog.com/kesalin/archive/2008/03/18/44809.html</link><dc:creator>飘飘白云</dc:creator><author>飘飘白云</author><pubDate>Tue, 18 Mar 2008 15:23:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2008/03/18/44809.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/44809.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2008/03/18/44809.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/44809.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/44809.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 用WTL在自制的窗口里加了个文本框，但要限制用户输入不能超过三行，即便是按enter或ctrl+enter换行也不能超过三行，浏览了下MSDN，实现这个功能，顺便mark一下。<br><br>首先创建CRichEditCtrl对象，创建文本框，并设置相关的属性（ES_MULTILINE必须要有），具体看代码：<br>&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2008/03/18/44809.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/44809.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> 2008-03-18 23:23 <a href="http://www.cppblog.com/kesalin/archive/2008/03/18/44809.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>关于四元数(Quaterion)</title><link>http://www.cppblog.com/kesalin/archive/2008/03/16/44606.html</link><dc:creator>飘飘白云</dc:creator><author>飘飘白云</author><pubDate>Sun, 16 Mar 2008 06:01:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2008/03/16/44606.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/44606.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2008/03/16/44606.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/44606.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/44606.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 简单地来说，四元数描述了一次旋转：绕任意一个轴旋转一个角度。四元数的定义形式：(w, x, y, z)。假如，绕轴向量v(_x,_y,_z)正向（右手旋转法则）旋转角度p，则对应得四元数q为：<br>   q = (cos(p/2), sin(p/2) * _x, sin(p/2) * _y, sin(p/2) * _z)<br> <br>用四元数来表示旋转，不如用欧拉角（偏航/yaw，俯仰/pitch，横滚/ roll）来表示直接，但是用欧拉角来处理旋转有个不可回避的问题：万向节死锁。我们可以通过将欧拉角转换到四元数来避免这个问题。在DirectX中提供了从欧拉角到四元数，从四元数到矩阵（Direct3D用旋转来实现旋转）的变换函数。&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2008/03/16/44606.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/44606.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> 2008-03-16 14:01 <a href="http://www.cppblog.com/kesalin/archive/2008/03/16/44606.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>如何显示桌面</title><link>http://www.cppblog.com/kesalin/archive/2008/03/09/44033.html</link><dc:creator>飘飘白云</dc:creator><author>飘飘白云</author><pubDate>Sun, 09 Mar 2008 12:39:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2008/03/09/44033.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/44033.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2008/03/09/44033.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/44033.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/44033.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 游戏中的有个显示桌面的菜单，其作用与点击快速启动栏的显示桌面图标是一样的。&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2008/03/09/44033.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/44033.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> 2008-03-09 20:39 <a href="http://www.cppblog.com/kesalin/archive/2008/03/09/44033.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>模拟window桌面实现</title><link>http://www.cppblog.com/kesalin/archive/2008/02/23/43124.html</link><dc:creator>飘飘白云</dc:creator><author>飘飘白云</author><pubDate>Sat, 23 Feb 2008 06:28:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2008/02/23/43124.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/43124.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2008/02/23/43124.html#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/43124.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/43124.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 正在开发中的游戏有个全屏功能--可以在window桌面背景上运行，就像一些视频播放器在桌面背景上播放一样的，花了个上午整了个Demo放出来留个纪念。<br><br>实现功能：显示图标，双击图标执行相应的程序，右击图标弹出该图标对应得菜单，点击非图标区则弹出桌面菜单。需要完整工程的可以mail给我，l_zhaohui@163.com。程序效果图如下：<br>&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2008/02/23/43124.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/43124.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> 2008-02-23 14:28 <a href="http://www.cppblog.com/kesalin/archive/2008/02/23/43124.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>【转】阴影锥(shadow volume)原理与展望---真实的游戏效果的实现</title><link>http://www.cppblog.com/kesalin/archive/2007/12/12/shadow_volume.html</link><dc:creator>飘飘白云</dc:creator><author>飘飘白云</author><pubDate>Wed, 12 Dec 2007 13:15:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2007/12/12/shadow_volume.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/38353.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2007/12/12/shadow_volume.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/38353.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/38353.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 转记：找了不少关于shadow volume原理的资料，还是这篇文章讲解的一目了然，转帖在这里，如果你对游戏中的阴影实现原理感兴趣非常值得一看。&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2007/12/12/shadow_volume.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/38353.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> 2007-12-12 21:15 <a href="http://www.cppblog.com/kesalin/archive/2007/12/12/shadow_volume.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>字符串转换</title><link>http://www.cppblog.com/kesalin/archive/2007/12/10/string_convert.html</link><dc:creator>飘飘白云</dc:creator><author>飘飘白云</author><pubDate>Mon, 10 Dec 2007 02:15:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2007/12/10/string_convert.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/38142.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2007/12/10/string_convert.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/38142.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/38142.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 在坛子上常见有人问字符串转换的问题，下面贴几个关于宽窄字符串转换以及16进制字符转换为整数的函数mark一下。用到了ATL的CStringW与CStringA，如果用char*与wchar_t*也是一样的转换~&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2007/12/10/string_convert.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/38142.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> 2007-12-10 10:15 <a href="http://www.cppblog.com/kesalin/archive/2007/12/10/string_convert.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>