<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[andy123210的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/andy123210</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; andy123210]]></copyright><item><title><![CDATA[Stop playing game, let's make it !]]></title><link>https://blog.youkuaiyun.com/andy123210/article/details/102095390</link><guid>https://blog.youkuaiyun.com/andy123210/article/details/102095390</guid><author>andy123210</author><pubDate>Sat, 31 May 2008 17:09:00 +0800</pubDate><description><![CDATA[主Blog地址: http://shademyworld.blog.sohu.com/
ZUN是神，HideoKojima和John Carmack是神中的神，向所有勇于开拓的游戏开发者致敬。




转载于:https://www.cnblogs.com/deepfar/archive/2008/05/31/1211290.html...]]></description><category></category></item><item><title><![CDATA[ReliefMap中在PixelShader中实现遮挡的方法]]></title><link>https://blog.youkuaiyun.com/andy123210/article/details/102095387</link><guid>https://blog.youkuaiyun.com/andy123210/article/details/102095387</guid><author>andy123210</author><pubDate>Sat, 31 May 2008 16:56:00 +0800</pubDate><description><![CDATA[本文以nVidia的ShaderLibrary中的ReliefMap特效为范例介绍一下在PixelShader中通过深度图实现遮挡的方法。

参考文章：《Real-Time Relief Mapping on Arbitrary Polygonal Surfaces》 by F´abio Policarpo &amp; Manuel M. Oliveira &amp; Jo˜ao ...]]></description><category></category></item><item><title><![CDATA[如何制作法线图 step-by-step]]></title><link>https://blog.youkuaiyun.com/andy123210/article/details/102095388</link><guid>https://blog.youkuaiyun.com/andy123210/article/details/102095388</guid><author>andy123210</author><pubDate>Sat, 31 May 2008 16:52:00 +0800</pubDate><description><![CDATA[看了某风的文章后不知道大家是不是对法线图(normal map)和深度图(depth map)的制作感到困惑呢？这里我就简单的说一下它的制作方法好了：



相关知识：
所
谓的法线或是深度图既是指那些专门用来存储材质表面的法线信息和深度信息所用到的贴图(Texture)，无论你使用什么样的格式作为一个模型的材质
(jpg,bmp,png......)最终都会先进行解压在按...]]></description><category></category></item></channel></rss>