<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title type="text">博客园_SigEric' Blog</title><subtitle type="text">Dig into the 3D world to build up a Magi Engine</subtitle><id>http://feed.cnblogs.com/blog/u/24281/rss</id><updated>2009-08-14T01:53:50Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><generator>CNBlogs BlogServer</generator><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/"/><link rel="self" type="application/atom+xml" href="http://feed.cnblogs.com/blog/u/24281/rss"/><entry><id>http://www.cnblogs.com/eric720/archive/2009/04/23/1442411.html</id><title type="text">Partially integrated with ESM</title><summary type="text">Partially integrate Exponential Shadow Mapping with MagiEngine</summary><published>2009-04-23T14:02:00Z</published><updated>2009-04-23T14:02:00Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><link rel="alternate" href="http://www.cnblogs.com/eric720/archive/2009/04/23/1442411.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/archive/2009/04/23/1442411.html"/></entry><entry><id>http://www.cnblogs.com/eric720/archive/2009/04/19/1439169.html</id><title type="text">Integrating ESM to MagiEngine</title><summary type="text">Try to find a suitable SM algorithm to intergrate to my engine, just come across an new SM named Exponential Shadow Maps.The result is pretty good and avoid the light bleeding in VSM.Here is the FX co...</summary><published>2009-04-19T08:52:00Z</published><updated>2009-04-19T08:52:00Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><link rel="alternate" href="http://www.cnblogs.com/eric720/archive/2009/04/19/1439169.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/archive/2009/04/19/1439169.html"/></entry><entry><id>http://www.cnblogs.com/eric720/archive/2009/04/04/1429634.html</id><title type="text">MagiEngine 0.7</title><summary type="text">Happy Qing-ming day~~~After one day trip in my univeristy, I continued my work on MagiEngine.I finished the framework of post effect system last week and did presentation to some of VP of my company. ...</summary><published>2009-04-04T15:24:00Z</published><updated>2009-04-04T15:24:00Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><link rel="alternate" href="http://www.cnblogs.com/eric720/archive/2009/04/04/1429634.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/archive/2009/04/04/1429634.html"/></entry><entry><id>http://www.cnblogs.com/eric720/archive/2009/03/21/1418654.html</id><title type="text">MagiEngine 0.6</title><summary type="text">Yo, what's up~~Well, I have say sorry about my absent about half ofa year. And I have to say it is quite abusy days.In return, the up-comming Autodesk FBX SDK 2010will include lots of new features whi...</summary><published>2009-03-21T14:11:00Z</published><updated>2009-03-21T14:11:00Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><link rel="alternate" href="http://www.cnblogs.com/eric720/archive/2009/03/21/1418654.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/archive/2009/03/21/1418654.html"/></entry><entry><id>http://www.cnblogs.com/eric720/archive/2008/09/18/1293437.html</id><title type="text">Create objects inside DLL and delete outside will crash?!</title><summary type="text">Sometimes, when we try to delete some objects which are created inside a dll, and the deletion will cause an access violation.Yep, but just sometimes.I tried and tested the idea with my colleages this...</summary><published>2008-09-18T08:17:00Z</published><updated>2008-09-18T08:17:00Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><link rel="alternate" href="http://www.cnblogs.com/eric720/archive/2008/09/18/1293437.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/archive/2008/09/18/1293437.html"/></entry><entry><id>http://www.cnblogs.com/eric720/archive/2008/08/31/1280450.html</id><title type="text">Presentation of XNA</title><summary type="text">I made a presentation of XNA this friday, which I felt ok. So, here is the presentation slides</summary><published>2008-08-31T01:17:00Z</published><updated>2008-08-31T01:17:00Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><link rel="alternate" href="http://www.cnblogs.com/eric720/archive/2008/08/31/1280450.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/archive/2008/08/31/1280450.html"/></entry><entry><id>http://www.cnblogs.com/eric720/archive/2008/08/05/1261261.html</id><title type="text">Shader Engine</title><summary type="text">Okay, okay, I update my blog finally. It is because my production's development stage is closed last weekAnd I spent two days on my Shader Engine developement and finally there is something to show!I ...</summary><published>2008-08-05T09:38:00Z</published><updated>2008-08-05T09:38:00Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><link rel="alternate" href="http://www.cnblogs.com/eric720/archive/2008/08/05/1261261.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/archive/2008/08/05/1261261.html"/></entry><entry><id>http://www.cnblogs.com/eric720/archive/2008/06/11/1217633.html</id><title type="text">Octree sample code for XNA</title><summary type="text">In 3D world, many enthusiastic specialists and PhD are giving their life-time effort to rendering photorealistic objects like milk, skin, water, feather, shadow, etc. No doubt that it is good to have all these physical models about the rendering. When it comes to practical application, we, however, have to made a tradeoff between quality and performance and most of the time, the result yield at the later choice.</summary><published>2008-06-11T14:44:00Z</published><updated>2008-06-11T14:44:00Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><link rel="alternate" href="http://www.cnblogs.com/eric720/archive/2008/06/11/1217633.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/archive/2008/06/11/1217633.html"/></entry><entry><id>http://www.cnblogs.com/eric720/archive/2008/04/30/1178046.html</id><title type="text">Dynamic Vertex Buffer / Index Buffer in XNA</title><summary type="text">Vertex Buffer and Index Buffer are two vital &amp;#8220;components&amp;#8221; in XNA rendering. In another word, if you managed to figure out how it works and how it works faster, you will get a faster render...</summary><published>2008-04-30T09:40:00Z</published><updated>2008-04-30T09:40:00Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><link rel="alternate" href="http://www.cnblogs.com/eric720/archive/2008/04/30/1178046.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/archive/2008/04/30/1178046.html"/></entry><entry><id>http://www.cnblogs.com/eric720/archive/2008/03/20/1115179.html</id><title type="text">Converting a GIS Shp File to FBX format</title><summary type="text">Since I am new comer to FBX team, I decided to make a converter to turn shp file to FBX format.</summary><published>2008-03-20T10:03:00Z</published><updated>2008-03-20T10:03:00Z</updated><author><name>SigEric</name><uri>http://www.cnblogs.com/eric720/</uri></author><link rel="alternate" href="http://www.cnblogs.com/eric720/archive/2008/03/20/1115179.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/eric720/archive/2008/03/20/1115179.html"/></entry></feed>
