﻿<?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-Sherk-最新评论</title><link>http://www.cnitblog.com/wjk98550328/CommentsRSS.aspx</link><description>Sherk</description><language>zh-cn</language><pubDate>Tue, 02 Sep 2014 07:28:15 GMT</pubDate><lastBuildDate>Tue, 02 Sep 2014 07:28:15 GMT</lastBuildDate><generator>cnblogs</generator><item><title>re: OpenGL error 0x0500 in cocos2dx</title><link>http://www.cnitblog.com/wjk98550328/archive/2014/09/02/89734.html#89735</link><dc:creator>Sherk</dc:creator><author>Sherk</author><pubDate>Tue, 02 Sep 2014 08:42:00 GMT</pubDate><guid>http://www.cnitblog.com/wjk98550328/archive/2014/09/02/89734.html#89735</guid><description><![CDATA[这样的错误，怎么找呢，<br>就是在每个opengl调用后面加glGetError()，看看错误在哪行之后有提示。<br>我这个问题最后是嵌入式设备，索引不支持32位。<img src ="http://www.cnitblog.com/wjk98550328/aggbug/89735.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/wjk98550328/" target="_blank">Sherk</a> 2014-09-02 16:42 <a href="http://www.cnitblog.com/wjk98550328/archive/2014/09/02/89734.html#89735#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 用cocos2dx来渲染3d场景</title><link>http://www.cnitblog.com/wjk98550328/archive/2014/07/17/89645.html#89666</link><dc:creator>Sherk</dc:creator><author>Sherk</author><pubDate>Thu, 17 Jul 2014 07:06:00 GMT</pubDate><guid>http://www.cnitblog.com/wjk98550328/archive/2014/07/17/89645.html#89666</guid><description><![CDATA[The topics covered in the first half of this primer still exist and are relevant to OpenGL ES 2.0 however anything that can now be produced using the programmable pipeline has had its fixed functionality removed. Capabilities such as matrix operations, the lighting system and fog no longer exist in OpenGL ES 2.0 since they can easily be reproduced by the programmer if required and since they are no longer fixed can be customized in ways that were simply not possible with OpenGL ES 1.1.<br><br>OPEN gl es 2.0全部用shader了，fog需要自己计算。麻烦<img src ="http://www.cnitblog.com/wjk98550328/aggbug/89666.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/wjk98550328/" target="_blank">Sherk</a> 2014-07-17 15:06 <a href="http://www.cnitblog.com/wjk98550328/archive/2014/07/17/89645.html#89666#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 用cocos2dx来渲染3d场景</title><link>http://www.cnitblog.com/wjk98550328/archive/2014/07/07/89645.html#89648</link><dc:creator>Sherk</dc:creator><author>Sherk</author><pubDate>Mon, 07 Jul 2014 06:50:00 GMT</pubDate><guid>http://www.cnitblog.com/wjk98550328/archive/2014/07/07/89645.html#89648</guid><description><![CDATA[glGenBuffers — generate buffer object names<br>glBindBuffer — bind a named buffer object<br>glBufferData — create and initialize a buffer object's data store<br><br>创建vbo对象名字，绑定，上传，3步走。<img src ="http://www.cnitblog.com/wjk98550328/aggbug/89648.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/wjk98550328/" target="_blank">Sherk</a> 2014-07-07 14:50 <a href="http://www.cnitblog.com/wjk98550328/archive/2014/07/07/89645.html#89648#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 用cocos2dx来渲染3d场景</title><link>http://www.cnitblog.com/wjk98550328/archive/2014/07/07/89645.html#89646</link><dc:creator>Sherk</dc:creator><author>Sherk</author><pubDate>Mon, 07 Jul 2014 02:39:00 GMT</pubDate><guid>http://www.cnitblog.com/wjk98550328/archive/2014/07/07/89645.html#89646</guid><description><![CDATA[openGL使用右手坐标<br><br>从左到右，x递增<br>从下到上，y递增<br>从远到近，z递增<img src ="http://www.cnitblog.com/wjk98550328/aggbug/89646.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/wjk98550328/" target="_blank">Sherk</a> 2014-07-07 10:39 <a href="http://www.cnitblog.com/wjk98550328/archive/2014/07/07/89645.html#89646#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 关于pixel lighting涉及的tangent space</title><link>http://www.cnitblog.com/wjk98550328/archive/2013/11/18/35112.html#88826</link><dc:creator>maval</dc:creator><author>maval</author><pubDate>Mon, 18 Nov 2013 07:28:00 GMT</pubDate><guid>http://www.cnitblog.com/wjk98550328/archive/2013/11/18/35112.html#88826</guid><description><![CDATA[同样恍然大悟~~~~<br>谢谢！<img src ="http://www.cnitblog.com/wjk98550328/aggbug/88826.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/wjk98550328/" target="_blank">maval</a> 2013-11-18 15:28 <a href="http://www.cnitblog.com/wjk98550328/archive/2013/11/18/35112.html#88826#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 关于pixel lighting涉及的tangent space[未登录]</title><link>http://www.cnitblog.com/wjk98550328/archive/2013/08/13/35112.html#88379</link><dc:creator>jack</dc:creator><author>jack</author><pubDate>Tue, 13 Aug 2013 14:36:00 GMT</pubDate><guid>http://www.cnitblog.com/wjk98550328/archive/2013/08/13/35112.html#88379</guid><description><![CDATA[谢谢<img src ="http://www.cnitblog.com/wjk98550328/aggbug/88379.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/wjk98550328/" target="_blank">jack</a> 2013-08-13 22:36 <a href="http://www.cnitblog.com/wjk98550328/archive/2013/08/13/35112.html#88379#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: D3DXVec3TransformNormal and D3DXVec3TransformCoord </title><link>http://www.cnitblog.com/wjk98550328/archive/2012/06/08/48611.html#81023</link><dc:creator>123</dc:creator><author>123</author><pubDate>Fri, 08 Jun 2012 02:52:00 GMT</pubDate><guid>http://www.cnitblog.com/wjk98550328/archive/2012/06/08/48611.html#81023</guid><description><![CDATA[D3DXVec3TransformNormal <br>微软的用法说明没错，楼主在误导人。<img src ="http://www.cnitblog.com/wjk98550328/aggbug/81023.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/wjk98550328/" target="_blank">123</a> 2012-06-08 10:52 <a href="http://www.cnitblog.com/wjk98550328/archive/2012/06/08/48611.html#81023#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: gnu linux 上ARM默认char是不带符号的，上帝啊，害死我们程序员了。微软wince上char又默认是signed。</title><link>http://www.cnitblog.com/wjk98550328/archive/2012/02/09/57085.html#77536</link><dc:creator>clue</dc:creator><author>clue</author><pubDate>Thu, 09 Feb 2012 10:15:00 GMT</pubDate><guid>http://www.cnitblog.com/wjk98550328/archive/2012/02/09/57085.html#77536</guid><description><![CDATA[shit... 为了这个问题找了好几个小时资料，终于找到答案<img src ="http://www.cnitblog.com/wjk98550328/aggbug/77536.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/wjk98550328/" target="_blank">clue</a> 2012-02-09 18:15 <a href="http://www.cnitblog.com/wjk98550328/archive/2012/02/09/57085.html#77536#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: row-major 和column-major 矩阵的差别。 </title><link>http://www.cnitblog.com/wjk98550328/archive/2010/12/23/34210.html#72496</link><dc:creator>Rambler</dc:creator><author>Rambler</author><pubDate>Wed, 22 Dec 2010 16:14:00 GMT</pubDate><guid>http://www.cnitblog.com/wjk98550328/archive/2010/12/23/34210.html#72496</guid><description><![CDATA[DX矩阵本身是行主矩阵，这不用纠结。　而GPU默认处理的是列主矩阵。　而调用ID3DXConstantTable::SetMatrix进行设置时，它会自动转置。　若采用SetPixelShaderConstantF或者SetVertexShaderConstantF设置矩阵时，则不会自动转置。　这时候你就得自己转置了。<img src ="http://www.cnitblog.com/wjk98550328/aggbug/72496.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/wjk98550328/" target="_blank">Rambler</a> 2010-12-23 00:14 <a href="http://www.cnitblog.com/wjk98550328/archive/2010/12/23/34210.html#72496#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 关于pixel lighting涉及的tangent space[未登录]</title><link>http://www.cnitblog.com/wjk98550328/archive/2010/04/15/35112.html#65287</link><dc:creator>sean</dc:creator><author>sean</author><pubDate>Thu, 15 Apr 2010 04:01:00 GMT</pubDate><guid>http://www.cnitblog.com/wjk98550328/archive/2010/04/15/35112.html#65287</guid><description><![CDATA[我的理解是，T、B向量在local space中分别对应纹理的U、V轴。<br>通过tangent matrix,可以将光线变换到tangent space中。<br>这样在shading的时候，如果有定义在tangent space的normal map,就可以利用变换后的光线进行计算。<br>而换句话说，如果光线很多，变换光线是不够效率的，也可以将tangent space的normal map变换到world space中进行计算。<br><br>最重要的是：无论如何，由于T、B向量是定义在顶点上的，这样即使经过刚体变换甚至变形，处理方式都是一致的。<br>而如果不在tangent space定义normal map,那么模型既无法复用，也无法改变方向和变形(或者说用起来很麻烦)。就如同在local space中定义顶点坐标而不在世界坐标中定义一样。<img src ="http://www.cnitblog.com/wjk98550328/aggbug/65287.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/wjk98550328/" target="_blank">sean</a> 2010-04-15 12:01 <a href="http://www.cnitblog.com/wjk98550328/archive/2010/04/15/35112.html#65287#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>