<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[Percypan的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/Percypan</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; Percypan]]></copyright><item><title><![CDATA[GLSL-帧缓冲FBO]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/85540836</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/85540836</guid><author>Percypan</author><pubDate>Tue, 01 Jan 2019 15:32:16 +0800</pubDate><description><![CDATA[帧缓冲包括颜色缓冲、深度缓冲和模板缓冲
unsigned int fbo;
glGenFramebuffers(1, &amp;amp;fbo);//glGen** 函数中的第一个参数1是指生成对象的数量
glBindFramebuffer(GL_FRAMEBUFFER, fbo);

一个完整的帧缓冲应包括：

至少附加一个缓冲（颜色、深度或模板缓冲）；
至少有一个颜色附件(Attachment)；
每...]]></description><category></category></item><item><title><![CDATA[GLSL-着色器的输入输出变量]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/85535549</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/85535549</guid><author>Percypan</author><pubDate>Tue, 01 Jan 2019 13:44:54 +0800</pubDate><description><![CDATA[
uniform 变量
uniform变量是全局变量，用于从CPU向GPU发送数据


int vertexColorLocation = glGetUniformLocation(shaderProgram, &quot;uniformColor&quot;);
glUseProgram(shaderProgram);
glUniform4f(vertexColorLocation, 0.0f, 0.0f, 0.0...]]></description><category></category></item><item><title><![CDATA[Vim 常用命令]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/80718193</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/80718193</guid><author>Percypan</author><pubDate>Sun, 17 Jun 2018 13:33:31 +0800</pubDate><description><![CDATA[命令模式

进入命令模式



Esc         //进入命令模式

导航 
-h–j–k–l-

h           //向左
j           //向下 
k           //向上
l           //向右

文件操作

vi filename         //打开filename文件
:w                  //保存文件
:w filena...]]></description><category></category></item><item><title><![CDATA[CodeBlocks  与 Qt Creator 的配置和使用]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/80715128</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/80715128</guid><author>Percypan</author><pubDate>Sat, 16 Jun 2018 20:44:54 +0800</pubDate><description><![CDATA[CodeBlocks IDE

IDE安装好之后，首先需要配置编译器和调试器，一般windows下安装MinGW版本默认都已经配置；

在default.conf文件中添加配色模式，然后在setting ——》editor ——》 syntax 中配置编辑器配色模式；配色模式见网页： http://wiki.codeblocks.org/index.php?title=Syntax_highlig...]]></description><category></category></item><item><title><![CDATA[C 二维数组的参数传递与二维指针]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/80465035</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/80465035</guid><author>Percypan</author><pubDate>Sat, 26 May 2018 21:11:20 +0800</pubDate><description><![CDATA[
    
                    C/C++二维数组的参数传递与二维指针
    

&amp;amp;amp;amp;amp;lt;div class=&amp;amp;amp;amp;quot;article-info-box&amp;amp;amp;amp;quot;&amp;amp;amp;amp;amp;gt;
    &amp;amp;amp;amp;amp;lt;div class=&amp;amp;amp;amp;quot;article-bar-top d-flex&am]]></description><category></category></item><item><title><![CDATA[GLSL-openGL的context与object - VAO、VBO、IBO]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/80462069</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/80462069</guid><author>Percypan</author><pubDate>Sat, 26 May 2018 15:17:31 +0800</pubDate><description><![CDATA[openGL的context

在openGL渲染管线中，context保存了当前的渲染状态，在OSG等图形引擎中可能同时有多个线程进行场景渲染，此时便需要有多个图形上下文来保存各个线程的openGL状态。



openGL的object

openGL中的另一个重要概念是object，如VAO、VBO、IBO、TBO、FBO等等。这些object中要么存放的是原始数据，如顶点坐标、顶点颜色、纹...]]></description><category></category></item><item><title><![CDATA[C++调用Python函数并传入传出参数]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/79570255</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/79570255</guid><author>Percypan</author><pubDate>Thu, 15 Mar 2018 16:39:26 +0800</pubDate><description><![CDATA[步骤
包含Python.h，引入python.lib 
Py_Initialize()初始化，结束时调用Py_Finalize()
导入sys模块，添加python脚本路径
导入脚本文件，从脚本中导入函数模块
构造入参，如果有三个参数就构造PyTuple_New(3)
构造每一个参数，可以是C++的基本类型，也可以是Python的List类型
将所有参数加入到Tuple之中
函数调用，得到返回值
直]]></description><category></category></item><item><title><![CDATA[QML中调用C++函数]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/79564069</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/79564069</guid><author>Percypan</author><pubDate>Thu, 15 Mar 2018 10:17:06 +0800</pubDate><description><![CDATA[步骤


定义新的类，继承自QObject
在类声明中定义public方法，函数定义之前加上Q_INVOKABLE关键字
按正常的方法写出类的实现
在main文件中包含该类，并加入QQmlEngine和QQmlContext等文件
使用智能指针QScopedPointer实例化类
使用engine.rootContext的setContextProperty方法将智能指针加入进应用程序中
在QML...]]></description><category></category></item><item><title><![CDATA[networkx]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/79066304</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/79066304</guid><author>Percypan</author><pubDate>Mon, 15 Jan 2018 16:50:02 +0800</pubDate><description><![CDATA[构造图
G = nx.DiGraph()G.add_node("a", size = 12)
G.add_node("b", size = 20)
G.add_node("c", size = 50)G.add_edge("a","b", weight=1)
G.add_edge("b","a", weight=5)
G.add_edge("a","c", weight=6)
G.add_edge(]]></description><category></category></item><item><title><![CDATA[python-Sqlite3 常用方法]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/79063927</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/79063927</guid><author>Percypan</author><pubDate>Mon, 15 Jan 2018 14:10:29 +0800</pubDate><description><![CDATA[创建/连接数据库



conn = sqlite3.connect('C:/Patent/patent.db')
conn.execute("PRAGMA synchronous = OFF;") 
conn.execute("PRAGMA cache_size = 40000;")
conn.execute("PRAGMA journal_mode = memory;")



遍历数据库中的]]></description><category></category></item><item><title><![CDATA[GLSL语言核心-《OpenGL着色语言-第一版》读书笔记1-第二章]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/79058663</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/79058663</guid><author>Percypan</author><pubDate>Sun, 14 Jan 2018 19:53:12 +0800</pubDate><description><![CDATA[着色器简介：//顶点处理器的内置属性变量：
gl_Color; gl_Normal; gl_Vertex;
//顶点处理器的输出变量：
gl_Position; gl_PointSize; gl_ClipVertex;//片元处理器的内置属性变量：
gl_Color;
//片元处理器的输出变量：
gl_FragColor; gl_FragDepth;着色语言简介：
对C的增加：
//增加矢量类型,通]]></description><category></category></item><item><title><![CDATA[python-Sqlite3-Performance optimize]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/79057699</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/79057699</guid><author>Percypan</author><pubDate>Sun, 14 Jan 2018 17:15:50 +0800</pubDate><description><![CDATA[修改Sqlite3的缓存大小和日志存储模式，减少磁盘访问次数，从而优化数据库速度。Example Code:#连接数据库
conn = sqlite3.connect('C:/Patent/Patent.db')#设置缓存大小和日志存储模式
conn.execute("PRAGMA synchronous = OFF; ")
conn.execute("PRAGMA cache_size = 400]]></description><category></category></item><item><title><![CDATA[python-networkx-graphviz]]></title><link>https://blog.youkuaiyun.com/Percypan/article/details/79057677</link><guid>https://blog.youkuaiyun.com/Percypan/article/details/79057677</guid><author>Percypan</author><pubDate>Sun, 14 Jan 2018 17:13:39 +0800</pubDate><description><![CDATA[1：安装GraphViz，配置系统环境变量； 
2：安装graphviz.whl； 
3：安装pygraphviz.whl; 
4：Enjoy！Example Code:# -*- coding: utf-8 -*-
import networkx as nx
import matplotlib.pyplot as plt
import graphviz 
import random
from ne]]></description><category></category></item></channel></rss>