<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[NowhereFish的专栏]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/NowhereFish</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; NowhereFish]]></copyright><item><title><![CDATA[Try Windows Live Writer]]></title><link>https://blog.youkuaiyun.com/NowhereFish/article/details/6155060</link><guid>https://blog.youkuaiyun.com/NowhereFish/article/details/6155060</guid><author>NowhereFish</author><pubDate>Thu, 20 Jan 2011 15:36:00 +0800</pubDate><description><![CDATA[Seems not bad            Technorati Tags: test   ]]></description><category></category></item><item><title><![CDATA[浮点数的二进制表示 转自阮一峰的网络日志等网络博客]]></title><link>https://blog.youkuaiyun.com/NowhereFish/article/details/5652641</link><guid>https://blog.youkuaiyun.com/NowhereFish/article/details/5652641</guid><author>NowhereFish</author><pubDate>Mon, 07 Jun 2010 11:50:00 +0800</pubDate><description><![CDATA[对C中浮点数定义表示，运算的详细说明]]></description><category></category></item><item><title><![CDATA[Java中XML的输出]]></title><link>https://blog.youkuaiyun.com/NowhereFish/article/details/5648770</link><guid>https://blog.youkuaiyun.com/NowhereFish/article/details/5648770</guid><author>NowhereFish</author><pubDate>Sat, 05 Jun 2010 01:09:00 +0800</pubDate><description><![CDATA[XML是一种网络通信的数据交换的重要公共语言，它能非常方便的描述带层级关系的数据结构并方便的进行扩充。在Java中操作XML是相当方便的，于是我调查了一些时下比较流行的Java操作XML的开源库]]></description><category></category></item><item><title><![CDATA[纪念一个跟我用一样手机的外人]]></title><link>https://blog.youkuaiyun.com/NowhereFish/article/details/4665831</link><guid>https://blog.youkuaiyun.com/NowhereFish/article/details/4665831</guid><author>NowhereFish</author><pubDate>Tue, 13 Oct 2009 21:15:00 +0800</pubDate><description><![CDATA[    前几天写完论文后，猛的人松下来就开始无所事事游手好闲的不想去实验室，躲在家里或寝室里面干其他事情了。写论文期间虽然没空看电影，但还是无法阻挡我那颗热爱下载的心，传说中的科幻大作District 9已经被我下下来闲置好长时间了。于是躺在床上就开始看了起来，躺下来之后才发现没下字幕。相当的faint，寝室没网，也懒得去实验室呢，就将就着看吧。         故事大体就是在某一天，外星人的]]></description><category></category></item><item><title><![CDATA[My First Paper: Introduction to Cyber-I concept]]></title><link>https://blog.youkuaiyun.com/NowhereFish/article/details/4657827</link><guid>https://blog.youkuaiyun.com/NowhereFish/article/details/4657827</guid><author>NowhereFish</author><pubDate>Mon, 12 Oct 2009 12:13:00 +0800</pubDate><description><![CDATA[         Cyber-I:Vision of Individual’s counterpart existing on cyberspace.         话说这篇论文的发起也是一个曲折的过程。最早追溯到这个July呢。当时的情况是这个样子的：         我的导师BossHuang，要去参加传说中在南京举行的FFC2]]></description><category></category></item><item><title><![CDATA[rhw]]></title><link>https://blog.youkuaiyun.com/NowhereFish/article/details/1731471</link><guid>https://blog.youkuaiyun.com/NowhereFish/article/details/1731471</guid><author>NowhereFish</author><pubDate>Wed, 08 Aug 2007 13:54:00 +0800</pubDate><description><![CDATA[今天早上看了一个DirectX的程序想自己写一个,可是写了半天就是什么都无法显示,让人很是郁闷,最后只上一行一行的比较,终于发现问题在哪了:struct CUSTOMVERTEX//例子中的定点格式{    FLOAT x, y, z, rhw; // The transformed position for the vertex.    DWORD color;        // The ]]></description><category></category></item><item><title><![CDATA[关于DirectX中几个坐标变换的理解]]></title><link>https://blog.youkuaiyun.com/NowhereFish/article/details/1731202</link><guid>https://blog.youkuaiyun.com/NowhereFish/article/details/1731202</guid><author>NowhereFish</author><pubDate>Wed, 08 Aug 2007 10:56:00 +0800</pubDate><description><![CDATA[在DirectX中要实现绘制,就要进行一系列的运算,统称为绘制流水线,(rendering pipeline ),一个简单的流水线的大致流程是：局部坐标系-〉世界坐标系-〉观察坐标系-〉背面消除-〉光照-〉裁减-〉投影-〉视口坐标系-〉光栅化 这一流程中的前两个部分还好理解，后面就有点特别了。实际中，我们可以把摄像机定义在任何位置，但是这样会导致后面的投影变换和其他的矩阵变换效率不高，所以]]></description><category></category></item><item><title><![CDATA[DirectX 中灯光的使用]]></title><link>https://blog.youkuaiyun.com/NowhereFish/article/details/1715045</link><guid>https://blog.youkuaiyun.com/NowhereFish/article/details/1715045</guid><author>NowhereFish</author><pubDate>Sun, 29 Jul 2007 14:48:00 +0800</pubDate><description><![CDATA[在DirectX中使用灯光是一件比较方便的事情,(比OpenGL中方便多了...)大体可分为一下几步:1,设置场景中物体的几何关系:主要就是定义好物体的坐标和法线等量...struct CUSTOMVERTEX{    D3DXVECTOR3 position; // The 3D position for the vertex.    D3DXVECTOR3 normal;   // T]]></description><category></category></item><item><title><![CDATA[DirectX 中矩阵得用法]]></title><link>https://blog.youkuaiyun.com/NowhereFish/article/details/1714576</link><guid>https://blog.youkuaiyun.com/NowhereFish/article/details/1714576</guid><author>NowhereFish</author><pubDate>Sat, 28 Jul 2007 23:17:00 +0800</pubDate><description><![CDATA[简单来说,DirectX中矩阵得使用分为3个步骤:1. 定义世界变换矩阵。2.定义视口变换举证。3.定义投影变换矩阵。其中第一步中：D3DXMATRIX matWorld;D3DXMatrixRotationY( &matWorld, timeGetTime()/150.0f );//将变换矩阵的信息存在matWorld中，并没有实际变化g_pd3dDevice->SetTra]]></description><category></category></item><item><title><![CDATA[DirectX lock 与 unlock?]]></title><link>https://blog.youkuaiyun.com/NowhereFish/article/details/1712959</link><guid>https://blog.youkuaiyun.com/NowhereFish/article/details/1712959</guid><author>NowhereFish</author><pubDate>Sat, 28 Jul 2007 00:31:00 +0800</pubDate><description><![CDATA[今天看了DirectX SDK中的代码,有一个的方让我疑惑了半天:VOID* pVertices;if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (BYTE**)&pVertices, 0  ) ) )    return E_FAIL;memcpy( pVertices, g_Vertices, sizeof(g_Vertices)]]></description><category></category></item></channel></rss>