﻿<?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>IT博客-hugp1973</title><link>http://www.cnitblog.com/hugp1973/</link><description /><language>zh-cn</language><lastBuildDate>Fri, 10 Apr 2026 12:15:20 GMT</lastBuildDate><pubDate>Fri, 10 Apr 2026 12:15:20 GMT</pubDate><ttl>60</ttl><item><title>unity3d 开发花屏问题解决</title><link>http://www.cnitblog.com/hugp1973/archive/2013/02/19/86978.html</link><dc:creator>hugp1973</dc:creator><author>hugp1973</author><pubDate>Tue, 19 Feb 2013 02:24:00 GMT</pubDate><guid>http://www.cnitblog.com/hugp1973/archive/2013/02/19/86978.html</guid><wfw:comment>http://www.cnitblog.com/hugp1973/comments/86978.html</wfw:comment><comments>http://www.cnitblog.com/hugp1973/archive/2013/02/19/86978.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/hugp1973/comments/commentRss/86978.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/hugp1973/services/trackbacks/86978.html</trackback:ping><description><![CDATA[&nbsp; &nbsp; 这几天，遇到一个奇怪的问题，用unity3d开发的项目，在电脑上运行正常，在自己手机上运行花屏，换别人的手机测试又正常，后来在发布测试设置中，将 Other settings 下面的 Dynamic Batching 选择去掉，不花屏了。<br />&nbsp; &nbsp;&nbsp;<br />&nbsp; &nbsp; 这到底算谁的bug呢？<img src ="http://www.cnitblog.com/hugp1973/aggbug/86978.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/hugp1973/" target="_blank">hugp1973</a> 2013-02-19 10:24 <a href="http://www.cnitblog.com/hugp1973/archive/2013/02/19/86978.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>完成了dx9下面的FXAA</title><link>http://www.cnitblog.com/hugp1973/archive/2011/06/21/74420.html</link><dc:creator>hugp1973</dc:creator><author>hugp1973</author><pubDate>Tue, 21 Jun 2011 09:28:00 GMT</pubDate><guid>http://www.cnitblog.com/hugp1973/archive/2011/06/21/74420.html</guid><wfw:comment>http://www.cnitblog.com/hugp1973/comments/74420.html</wfw:comment><comments>http://www.cnitblog.com/hugp1973/archive/2011/06/21/74420.html#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://www.cnitblog.com/hugp1973/comments/commentRss/74420.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/hugp1973/services/trackbacks/74420.html</trackback:ping><description><![CDATA[&nbsp; 这段时间一致在研究延迟渲染，今天突然想换换口味，就看了一下nvidia sdk11中的FXAA的例子，<br />这个例子本身是用dx11实现的，不过，文档中说也可以在dx9下面实现，于是按照文档中的说明，<br />花了接近一天的时间，在dx9下面实现了FXAA。<br />&nbsp; &nbsp;不过，那篇文章中，在提到dx9的时候，说了下面一段话：<br /><br /><div><p><span>Use the FXAA_HLSL_3 define for DX9, and adjust for the differences in Pixel Coordinate System for DX9 and DX11. FXAA pixel shader input &#8220;pos&#8221; needs to represent the texel center for a given pixel. Also to alias between sRGB and non-sRGB textures and render targets, use the following.</span></p>  <p><code>&nbsp;</code></p>  <p><code><span style="font-size:10.0pt;">// sRGB-&gt;linear conversion when fetching from TEX</span></code><span><br /> </span><code><span style="font-size:10.0pt;">SetSamplerState(sampler, D3DSAMP_SRGBTEXTURE, 1); // on</span></code><span><br /> </span><code><span style="font-size:10.0pt;">SetSamplerState(sampler, D3DSAMP_SRGBTEXTURE, 0); // off</span></code></p>  <p><code>&nbsp;</code></p>  <p><code><span style="font-size:10.0pt;">// linear-&gt;sRGB conversion when writing to ROP</span></code><span><br /> </span><code><span style="font-size:10.0pt;">SetRenderState(D3DRS_SRGBWRITEENABLE, 1); // on</span></code><span><br /> </span><code><span style="font-size:10.0pt;">SetRenderState(D3DRS_SRGBWRITEENABLE, 0); // off</span></code></p></div>我不是太明白，也没有按照这段话去做，结果效果也比较好。<br /><br />下面是同一场景，打开FXAA和FXAA的截图，看看效果还是很明显的。呵呵。<br /><img src="http://www.cnitblog.com/images/cnitblog_com/hugp1973/FXAA.jpg" width="1051" height="788" alt="" /><br /><img src="http://www.cnitblog.com/images/cnitblog_com/hugp1973/NOFXAA.jpg" width="1051" height="788" alt="" /><img src ="http://www.cnitblog.com/hugp1973/aggbug/74420.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/hugp1973/" target="_blank">hugp1973</a> 2011-06-21 17:28 <a href="http://www.cnitblog.com/hugp1973/archive/2011/06/21/74420.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>终于完成了粒子特效编辑器的界面编程工作</title><link>http://www.cnitblog.com/hugp1973/archive/2011/04/27/73425.html</link><dc:creator>hugp1973</dc:creator><author>hugp1973</author><pubDate>Wed, 27 Apr 2011 09:33:00 GMT</pubDate><guid>http://www.cnitblog.com/hugp1973/archive/2011/04/27/73425.html</guid><wfw:comment>http://www.cnitblog.com/hugp1973/comments/73425.html</wfw:comment><comments>http://www.cnitblog.com/hugp1973/archive/2011/04/27/73425.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cnitblog.com/hugp1973/comments/commentRss/73425.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/hugp1973/services/trackbacks/73425.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: &nbsp;&nbsp;<a href='http://www.cnitblog.com/hugp1973/archive/2011/04/27/73425.html'>阅读全文</a><img src ="http://www.cnitblog.com/hugp1973/aggbug/73425.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/hugp1973/" target="_blank">hugp1973</a> 2011-04-27 17:33 <a href="http://www.cnitblog.com/hugp1973/archive/2011/04/27/73425.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>终于把实例化技术添加到了渲染引擎中</title><link>http://www.cnitblog.com/hugp1973/archive/2011/04/25/73410.html</link><dc:creator>hugp1973</dc:creator><author>hugp1973</author><pubDate>Mon, 25 Apr 2011 10:52:00 GMT</pubDate><guid>http://www.cnitblog.com/hugp1973/archive/2011/04/25/73410.html</guid><wfw:comment>http://www.cnitblog.com/hugp1973/comments/73410.html</wfw:comment><comments>http://www.cnitblog.com/hugp1973/archive/2011/04/25/73410.html#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>http://www.cnitblog.com/hugp1973/comments/commentRss/73410.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/hugp1973/services/trackbacks/73410.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: &nbsp;&nbsp;<a href='http://www.cnitblog.com/hugp1973/archive/2011/04/25/73410.html'>阅读全文</a><img src ="http://www.cnitblog.com/hugp1973/aggbug/73410.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/hugp1973/" target="_blank">hugp1973</a> 2011-04-25 18:52 <a href="http://www.cnitblog.com/hugp1973/archive/2011/04/25/73410.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Adobe Photoshop 剪贴图像太大,不能输出</title><link>http://www.cnitblog.com/hugp1973/archive/2008/12/26/53061.html</link><dc:creator>hugp1973</dc:creator><author>hugp1973</author><pubDate>Fri, 26 Dec 2008 02:41:00 GMT</pubDate><guid>http://www.cnitblog.com/hugp1973/archive/2008/12/26/53061.html</guid><wfw:comment>http://www.cnitblog.com/hugp1973/comments/53061.html</wfw:comment><comments>http://www.cnitblog.com/hugp1973/archive/2008/12/26/53061.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cnitblog.com/hugp1973/comments/commentRss/53061.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/hugp1973/services/trackbacks/53061.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 为了提高美术刷地表Alpha通道的效率，决定实现一个功能，就是先把整个地图的Alpha图通过剪贴板，拷贝到photoshop，<br>然后美术可以在photoshop编辑，编辑完毕后才粘贴到编辑器。把alpha图（2048&#215;2048）拷贝到photoshop很快实现了，但是从<br>photoshop拷贝到编辑器，却总是失败。<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 开始以为代码写错了，用word测试，出现Adobe Photoshop 剪贴图像太大,不能输出这句话，然后把图像大小改为1024&#215;1024，<br>又可以正确粘贴，看来是photoshop有什么设置，导致2048&#215;2048的图像粘贴就有问题。<br><br>&nbsp;&nbsp;&nbsp; 最后上网搜索，找到<a href="http://www.adobeforums.com/webx/.59b508fa"><u><font color=#0000ff>http://www.adobeforums.com/webx/.59b508fa</font></u></a><br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp; 在注册表&nbsp;&nbsp;&nbsp; <span class=Apple-style-span style="WORD-SPACING: 0px; FONT: 16px Arial; TEXT-TRANSFORM: none; COLOR: rgb(0,0,0); TEXT-INDENT: 0px; WHITE-SPACE: normal; LETTER-SPACING: normal; BORDER-COLLAPSE: separate; orphans: 2; widows: 2; webkit-border-horizontal-spacing: 0px; webkit-border-vertical-spacing: 0px; webkit-text-decorations-in-effect: none; webkit-text-size-adjust: auto; webkit-text-stroke-width: 0">HKEY_CURRENT_USER\Software\Adobe\Photoshop\8.0\<br></span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;增加<span class=Apple-style-span style="WORD-SPACING: 0px; FONT: 16px Arial; TEXT-TRANSFORM: none; COLOR: rgb(0,0,0); TEXT-INDENT: 0px; WHITE-SPACE: normal; LETTER-SPACING: normal; BORDER-COLLAPSE: separate; orphans: 2; widows: 2; webkit-border-horizontal-spacing: 0px; webkit-border-vertical-spacing: 0px; webkit-text-decorations-in-effect: none; webkit-text-size-adjust: auto; webkit-text-stroke-width: 0">DWORD value MaxClipSize = 0，问题解决。</span><br><br>&nbsp;&nbsp;&nbsp; 
<img src ="http://www.cnitblog.com/hugp1973/aggbug/53061.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/hugp1973/" target="_blank">hugp1973</a> 2008-12-26 10:41 <a href="http://www.cnitblog.com/hugp1973/archive/2008/12/26/53061.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>终于完成了通过渲染到缓冲区生成地形静态阴影</title><link>http://www.cnitblog.com/hugp1973/archive/2008/11/14/51436.html</link><dc:creator>hugp1973</dc:creator><author>hugp1973</author><pubDate>Fri, 14 Nov 2008 12:59:00 GMT</pubDate><guid>http://www.cnitblog.com/hugp1973/archive/2008/11/14/51436.html</guid><wfw:comment>http://www.cnitblog.com/hugp1973/comments/51436.html</wfw:comment><comments>http://www.cnitblog.com/hugp1973/archive/2008/11/14/51436.html#Feedback</comments><slash:comments>8</slash:comments><wfw:commentRss>http://www.cnitblog.com/hugp1973/comments/commentRss/51436.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/hugp1973/services/trackbacks/51436.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; 在实现地形阴影生成功能的时候,了解到一般的做法都是通过射线追踪算法来生成.<br>但是此种方法有两个弊端,一是生成速度慢,而是对于那些有alpha测试的面不好处理.<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 后来就想到利用渲染到缓冲区来实现此功能:<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;第一步,先完成垂直向下方向光的阴影生成.这种情况下的阴影生成非常简单,<br>&nbsp;建立一个正交投影矩阵,直接渲染,就可以了.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;第二步,就比较麻烦了,首先也是建立一个正交矩阵,但是接着要将正交矩阵以灯光方向<br>倾斜,&nbsp;&nbsp;&nbsp;&nbsp;如下图所示:然后渲染,<br><br>BOOL CCamera::BuildParallelepipedOrthoMatrix(const CVector3D&amp; vDir)<br>{<br>&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;AppCheckSlow(AppAbs(vDir.Y)&gt;=CORE_EPSILON);<br>&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;SetOrthoMatrix(m_fWidth,m_fNearZ,m_fFarZ);<br>&nbsp; &nbsp;&nbsp; m_MatProject.M[2][0]=&nbsp; m_MatProject.M[0][0]*(vDir.X/(vDir.Y));<br>&nbsp;&nbsp;&nbsp;&nbsp; m_MatProject.M[2][1]=&nbsp; m_MatProject.M[1][1]*(vDir.Z/(vDir.Y));<br>&nbsp; &nbsp;&nbsp;&nbsp; return TRUE;<br>}<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img height=252 alt="" src="http://www.cnitblog.com/images/cnitblog_com/hugp1973/frustum.jpg" width=241 border=0><br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 第三步,就需要考虑地形的起伏了,也就是说,需要考虑地形高度导致在阴影图中的位置.<br><br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 下面是最终效果,感觉应该和wow的差别不大了.呵呵.<br><br>&nbsp;&nbsp;&nbsp; <img height=623 alt="" src="http://www.cnitblog.com/images/cnitblog_com/hugp1973/shadow.jpg" width=998 border=0> 
<img src ="http://www.cnitblog.com/hugp1973/aggbug/51436.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/hugp1973/" target="_blank">hugp1973</a> 2008-11-14 20:59 <a href="http://www.cnitblog.com/hugp1973/archive/2008/11/14/51436.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>实现通过渲染到缓冲区进行拾取</title><link>http://www.cnitblog.com/hugp1973/archive/2008/11/02/50954.html</link><dc:creator>hugp1973</dc:creator><author>hugp1973</author><pubDate>Sun, 02 Nov 2008 05:36:00 GMT</pubDate><guid>http://www.cnitblog.com/hugp1973/archive/2008/11/02/50954.html</guid><wfw:comment>http://www.cnitblog.com/hugp1973/comments/50954.html</wfw:comment><comments>http://www.cnitblog.com/hugp1973/archive/2008/11/02/50954.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnitblog.com/hugp1973/comments/commentRss/50954.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/hugp1973/services/trackbacks/50954.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 终于完成了通过渲染到缓冲区去进行拾取了。这下在编辑器里面，就可以做到精确到像素级别的选取了。<br>什么动画模型呀，带alpha 测试的花花草草呀，全部不在话下。不过，不支持alpha 混合的物体选取，如粒子，<br>这个到时候考虑通过包围盒实现选取，呵呵。<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 选择树枝缝隙下的栅栏。<br><img height=520 alt="" src="http://www.cnitblog.com/images/cnitblog_com/hugp1973/HitTest.jpg" width=982 border=0><br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 此时拾取渲染缓冲区数据<br>&nbsp;<img height=520 alt="" src="http://www.cnitblog.com/images/cnitblog_com/hugp1973/HitTest1.jpg" width=982 border=0>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 下一步考虑用此方法实现高质量，高效率的生成地形阴影。 
<img src ="http://www.cnitblog.com/hugp1973/aggbug/50954.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/hugp1973/" target="_blank">hugp1973</a> 2008-11-02 13:36 <a href="http://www.cnitblog.com/hugp1973/archive/2008/11/02/50954.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>出现 error LNK2005: "void * __cdecl operator new(unsigned int) 的一种解决方法</title><link>http://www.cnitblog.com/hugp1973/archive/2008/10/23/50595.html</link><dc:creator>hugp1973</dc:creator><author>hugp1973</author><pubDate>Thu, 23 Oct 2008 07:25:00 GMT</pubDate><guid>http://www.cnitblog.com/hugp1973/archive/2008/10/23/50595.html</guid><wfw:comment>http://www.cnitblog.com/hugp1973/comments/50595.html</wfw:comment><comments>http://www.cnitblog.com/hugp1973/archive/2008/10/23/50595.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnitblog.com/hugp1973/comments/commentRss/50595.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/hugp1973/services/trackbacks/50595.html</trackback:ping><description><![CDATA[<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 今天用vs2005打开一个以前的项目，编译时出现了下列错误：<br><br>1&gt;uafxcwd.lib(afxmem.obj) : error LNK2005: "void * __cdecl operator new(unsigned int)" (<a href="&#109;&#97;&#105;&#108;&#116;&#111;&#58;&#63;&#63;&#50;&#64;&#89;&#65;&#80;&#65;&#88;&#73;&#64;&#90;">??2@YAPAXI@Z</a>) 已经在 core.lib(LogManager.obj) 中定义<br>1&gt;uafxcwd.lib(afxmem.obj) : error LNK2005: "void * __cdecl operator new[](unsigned int)" (<a href="&#109;&#97;&#105;&#108;&#116;&#111;&#58;&#63;&#63;&#95;&#85;&#64;&#89;&#65;&#80;&#65;&#88;&#73;&#64;&#90;">??_U@YAPAXI@Z</a>) 已经在 core.lib(ConfigIniManager.obj) 中定义<br>1</p>
&nbsp;&nbsp;&nbsp;&nbsp; 首先当然是google一下，查到一个网页<a href="http://support.microsoft.com/?scid=kb;zh-cn;148652">http://support.microsoft.com/?scid=kb;zh-cn;148652</a><br><br>里面有两种解决方案。我正准备尝试用那两种方法来解决。后来想到我的项目以前都是能够编译的。<br><br>后面又没有对代码进行任何修改。只是重新装系统之后，没有安装vs2005的sp1，难道是这个导致的吗？<br><br>于是装vs 2005 sp1,重新编译，通过。<br>
<img src ="http://www.cnitblog.com/hugp1973/aggbug/50595.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/hugp1973/" target="_blank">hugp1973</a> 2008-10-23 15:25 <a href="http://www.cnitblog.com/hugp1973/archive/2008/10/23/50595.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>终于解决从maya中导出骨骼动画的问题.</title><link>http://www.cnitblog.com/hugp1973/archive/2008/04/07/42097.html</link><dc:creator>hugp1973</dc:creator><author>hugp1973</author><pubDate>Mon, 07 Apr 2008 12:56:00 GMT</pubDate><guid>http://www.cnitblog.com/hugp1973/archive/2008/04/07/42097.html</guid><wfw:comment>http://www.cnitblog.com/hugp1973/comments/42097.html</wfw:comment><comments>http://www.cnitblog.com/hugp1973/archive/2008/04/07/42097.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnitblog.com/hugp1973/comments/commentRss/42097.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/hugp1973/services/trackbacks/42097.html</trackback:ping><description><![CDATA[<img src="http://www.cnitblog.com/images/cnitblog_com/hugp1973/Skin.gif" border=0>
<img src ="http://www.cnitblog.com/hugp1973/aggbug/42097.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/hugp1973/" target="_blank">hugp1973</a> 2008-04-07 20:56 <a href="http://www.cnitblog.com/hugp1973/archive/2008/04/07/42097.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>VS 2005 键盘映射方案消失后的一种解决方案</title><link>http://www.cnitblog.com/hugp1973/archive/2008/04/07/42094.html</link><dc:creator>hugp1973</dc:creator><author>hugp1973</author><pubDate>Mon, 07 Apr 2008 12:33:00 GMT</pubDate><guid>http://www.cnitblog.com/hugp1973/archive/2008/04/07/42094.html</guid><wfw:comment>http://www.cnitblog.com/hugp1973/comments/42094.html</wfw:comment><comments>http://www.cnitblog.com/hugp1973/archive/2008/04/07/42094.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/hugp1973/comments/commentRss/42094.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/hugp1973/services/trackbacks/42094.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 今天在安装2008年3月份的dx skd之后,vs2005 的键盘映射方案全部消失,首先尝试 工具-&gt;导入和导出设置-&gt;重置所有设置,<br>问题没有解决.然后通过光盘修复,问题依旧,最后卸载了vs2005,然后重新安装,问题还是没有解决.<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 最后尝试着安装了vs2005 的server pack1,问题终于得到解决.
<img src ="http://www.cnitblog.com/hugp1973/aggbug/42094.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/hugp1973/" target="_blank">hugp1973</a> 2008-04-07 20:33 <a href="http://www.cnitblog.com/hugp1973/archive/2008/04/07/42094.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>