• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            還沒想好
            還沒想好
            posts - 4,comments - 6,trackbacks - 0
            http://www.gamedev.net/community/forums/topic.asp?topic_id=412504

            No... In true, PVWp is wrong because P,V and W (as Direct3D defines) were created to satisfy the [row vector]*[matrix] multiplying order. In other words, the content of a transformation matrix could be different depending on the multiplying rule.

            For example, consider a translation matrix:

            For a [row vector]*[matrix] multiplying order, it is described as:
            1 0 0 0
            0 1 0 0
            0 0 1 0
            x y z 1
            

            For a [matrix]*[column vector] multiplying order, it is described as:
            1 0 0 x
            0 1 0 y
            0 0 1 z
            0 0 0 1
            

             


            I don't know the math details you're attempting to work out... I'm really bad at formal math theory. I do however know the D3D details of what's going on. Perhaps if I explain what D3D is doing, it'll help you.

            Matrix in memory normally.
            11 12 13 14
            21 22 23 24
            31 32 33 34
            41 42 43 44

            Normally a vector * matrix such a D3DXMatrixTransform will do:
            outx = vec dot (11,21,31,41)
            outy = vec dot (12,22,32,42)
            outz = vec dot (13,23,33,43)
            outw = vec dot (14,24,34,44)

            When you give a matrix to a shader, it is transposed, which offers a small optimization for most matrices, which I'll explain in a bit. After it's transposed, it's stored in 4 constant registers (or 3... I'll get to that).

            c0 = 11,21,31,41
            c1 = 12,22,32,42
            c2 = 13,23,33,43
            c3 = 14,24,34,44

            Next, in the shader performing a "mul(vec,mat)" will do this:
            v0 = input register containing position
            r0 = temp register
            dp4 r0.x, v0, c0 // (r0.x = v0 dot c0)
            dp4 r0.y, v0, c1
            dp4 r0.z, v0, c2
            dp4 r0.w, v0, c3

            As you can see, this is the same as D3DXMatrixTransform. Why does D3D perform a hidden transpose? To save precious constant space. You can declare your matrix as float4x3 and the transformation becomes:
            dp4 r0.x, v0, c0
            dp4 r0.y, v0, c1
            dp4 r0.z, v0, c2
            mov r0.w, (some constant holding 1)

            Any time the matrix isn't a projection, ie: for world, worldview, view, and bones especially, you can drop a constant without affecting the results, as it's always a (0,0,0,1) vector. Back in shader 1.1 with only 96 constants, it was a big deal. If you had 20 bone matrices, that would be either 80 or 60 constants. Personally, I'd take the 60, leaving more room for lights, fog, texture transforms, etc. It also takes time to upload all those useless (0,0,0,1) vectors to the video card, which is another small savings.

            posted @ 2010-07-20 11:25 MDnullWHO 閱讀(518) | 評論 (0)編輯 收藏
            1): #define YY_NO_UNISTD_H
            2): http://stackoverflow.com/questions/2793413/unistd-h-related-problem-when-compiling-bison-flex-program-under-vc

            isatty is used by the lexer to determine if the input stream is a terminal or a pipe/file. The lexer uses this information to change its caching behavior (the lexer reads large chunks of the input when it is not a terminal). If you know that your program will never be used in an interactive kind, you can add %option never-interactive to you lexer. When the program is run with user input, use %option interactive. When both uses are desired, you can either generate an interactive lexer, which gives a performance loss when used in batch mode, or provide your own isatty function.

            flex.exe --never-interactive
            posted @ 2010-07-05 10:23 MDnullWHO 閱讀(276) | 評論 (0)編輯 收藏
            記錄從VC6 到 VC8遇到的問題和解決辦法
            1) msvcr80d.dll 找不到
             1)) manifest WIN32 set Yes, 2)) ignore msvcrt.lib
             /*
             

            Hi there,

            I read every post in this thread without any help in my case.

            The problem turned out: The DEBUG version was trying to link with BOTH msvcr80.dll and msvcr80d.dll.

            Check if this is the case for you using the "dependency walker" on your executable. If these two are both loaded, then you got the same problem as I did.

            The solution is to set "Properties->Linker->Input->Ignore Specific library" to "msvcrt.lib".

             

            More details below:

            I was compiling and running a program that uses opencv library. One of the libraries in opencv (highgui to be exact) was linking with non-debug versions of some graphics libraries even in its debug version. Apparently this was OK before. 

            This resulted in my debug version program linking with both msvcr80.dll and msvcr80d.dll. It appears this is a problem since the manifest only mentions one of these libraries and the other one (msvcr80.dll) appears not to be found causing the error mentioned in this thread. Why no-one in this thread mentioned that this could be the case is beyond me. I found out about this using "dependency walker" on the .exe that I compile and/or the highgui100d.dll that I load from the library.

            That is the reason the complaint is about msvcr80.dll and not msvcr80d.dll in VS8!!!

            The fix is to re-compile highgui100d.dll (debug version) with Properties->Linker->Input->Ignore Specific library set to singly "msvcrt.dll".

            Just wanted to add this so other people do not waste time as I did...

            Hakan

            */

            2) MFC 
             MFC 從VC6到V8變動很大,
            // VC8
            LRESULT CDialogBar::HandleInitDialog(WPARAM, LPARAM)
            {
             Default();  // allow default to initialize first (common dialogs/etc)

             // create OLE controls
             COccManager* pOccManager = afxOccManager;
             if ((pOccManager != NULL) && (m_pOccDialogInfo != NULL))
             {
              if (!pOccManager->CreateDlgControls(this, m_lpszTemplateName,
               m_pOccDialogInfo))
              {
               TRACE(traceAppMsg, 0, "Warning: CreateDlgControls failed during dialog bar init.\n");
               return FALSE;
              }
             }

             return FALSE;
            }

            //VC6
            LRESULT CDialogBar::HandleInitDialog(WPARAM, LPARAM)
            {
             Default();  // allow default to initialize first (common dialogs/etc)

             // create OLE controls
             COccManager* pOccManager = afxOccManager;
             if ((pOccManager != NULL) && (m_pOccDialogInfo != NULL))
             {
              if (!pOccManager->CreateDlgControls(this, m_lpszTemplateName,
               m_pOccDialogInfo))
              {
               TRACE0("Warning: CreateDlgControls failed during dialog bar init.\n");
               return FALSE;
              }
             }

             return TRUE;
            }

            竟然有這么大的區別,同時看不懂VC8為什么要那么作

            posted @ 2008-03-15 02:57 MDnullWHO 閱讀(980) | 評論 (0)編輯 收藏
            最近在用VS 2005寫代碼,非常痛苦,VS2005是SB作的,邊寫邊罵,總是感覺VC8的界面是弱智設計的,浪費了太多了不必要的經歷
            VC6 我只有一點不爽,沒有SOLUTIONG 的概念,幾個工程合在一起的時候太笨拙了
            想不出來,界面咋變得那么SB了,保持VC6的風格不好么,不過MS攻關能力真是夠強大,那么多OPEN SOURCE放棄了VC6,開始只發布VC8的工程文件了
            posted @ 2008-03-12 21:07 MDnullWHO 閱讀(411) | 評論 (6)編輯 收藏
            僅列出標題  
            亚洲精品无码久久久久久| 国产三级久久久精品麻豆三级| 久久免费精品视频| 久久久艹| 色综合久久中文字幕无码| 久久无码人妻一区二区三区 | 狠狠狠色丁香婷婷综合久久俺| 免费观看成人久久网免费观看| 人人狠狠综合久久亚洲| 无码专区久久综合久中文字幕 | 免费精品久久天干天干| 国产婷婷成人久久Av免费高清| 久久久久久青草大香综合精品| 亚洲va中文字幕无码久久不卡 | 久久久国产乱子伦精品作者| 精品免费久久久久国产一区| 久久午夜无码鲁丝片| 亚洲七七久久精品中文国产 | 精品综合久久久久久88小说 | 久久人人妻人人爽人人爽| 亚洲狠狠综合久久| 无码AV波多野结衣久久| 日本亚洲色大成网站WWW久久| 国产精品久久久久久搜索| 国内精品九九久久精品| 久久综合成人网| 久久国产免费直播| 97久久综合精品久久久综合| 色婷婷综合久久久久中文| 久久中文字幕人妻熟av女| 亚洲?V乱码久久精品蜜桃| 91精品国产91热久久久久福利 | 国产精品成人久久久| 精品视频久久久久| 国内精品久久久久久久影视麻豆| 成人久久综合网| 国产精品久久久久影院色| 99久久国产综合精品麻豆| 久久久久久综合一区中文字幕 | 久久亚洲精品成人无码网站| 思思久久99热免费精品6|