ALPHA混合示例
2016-06-20 00:00
232 查看
技巧如下:
设置可变顶点格式时增加一个
D3DCOLOR类型的漫反射分量,其中的alpha值指定了alpha混合因子。
//
The 2D vertex format and descriptor
typedef
struct
{
float
x, y, z;
//
2D coordinates
float
rhw;
//
rhw
D3DCOLOR diffuse;
//
diffuse color component
} VERTEX;
#define
VERTEX_FVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
//
initialize vertex data
VERTEX verts[]
=
{
{
100.0f
,
100.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
300.0f
,
100.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
100.0f
,
300.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
300.0f
,
300.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
50.0f
,
150.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
350.0f
,
150.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
50.0f
,
350.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
350.0f
,
350.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) }
};
D3DCOLOR类型可以用
D3DCOLOR_RGBA宏来生成,定义如下:
//
maps unsigned 8 bits/channel to D3DCOLOR
#define
D3DCOLOR_ARGB(a,r,g,b) \
((D3DCOLOR)((((a)
&
0xff
)
<<
24
)
|
(((r)
&
0xff
)
<<
16
)
|
(((g)
&
0xff
)
<<
8
)
|
((b)
&
0xff
)))
#define
D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b)
其中的a指定了alpha因子,a为255表示该颜色完全不透明,a为0表示该颜色完全透明。
在绘制的时候,将首先绘制的图形设置为禁用alpha混合模式,将后面绘制的图形设置为启用alpha混合模式,并设置alpha混合具体模式。
//
disable alpha blending and draw 2 polygons
g_d3d_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
0
,
2
);
//
enable alpha blending and draw 2 polygons
g_d3d_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_d3d_device
->
SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_d3d_device
->
SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
4
,
2
);
完整源码如下:
/*
**************************************************************************************
PURPOSE:
Alpha blending Demo
Required libraries:
D3D9.LIB
**************************************************************************************
*/
#include
<
windows.h
>
#include
<
stdio.h
>
#include
"
d3d9.h
"
#pragma comment(lib,
"
d3d9.lib
"
)
#define
WINDOW_WIDTH 400
#define
WINDOW_HEIGHT 400
#define
Safe_Release(p) if((p)) (p)->Release();
//
window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static
char
g_class_name[]
=
"
AlphaClass
"
;
static
char
g_caption[]
=
"Alpha Blending Demo
"
;
//
the Direct3D and device object
IDirect3D9
*
g_d3d
=
NULL;
IDirect3DDevice9
*
g_d3d_device
=
NULL;
//
The 2D vertex format and descriptor
typedef
struct
{
float
x, y, z;
//
2D coordinates
float
rhw;
//
rhw
D3DCOLOR diffuse;
//
diffuse color component
} VERTEX;
#define
VERTEX_FVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
IDirect3DVertexBuffer9
*
g_vertex_buffer
=
NULL;
IDirect3DTexture9
*
g_texture
=
NULL;
//
--------------------------------------------------------------------------------
//
Window procedure.
//
--------------------------------------------------------------------------------
long
WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch
(msg)
{
case
WM_DESTROY:
PostQuitMessage(
0
);
return
0
;
}
return
(
long
) DefWindowProc(hwnd, msg, wParam, lParam);
}
//
--------------------------------------------------------------------------------
//
Initialize d3d, d3d device, vertex buffer, texutre.
//
--------------------------------------------------------------------------------
BOOL Do_Init()
{
D3DPRESENT_PARAMETERS present_param;
D3DDISPLAYMODE display_mode;
BYTE
*
vertex_ptr;
//
initialize vertex data
VERTEX verts[]
=
{
{
100.0f
,
100.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
300.0f
,
100.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
100.0f
,
300.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
300.0f
,
300.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
50.0f
,
150.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
350.0f
,
150.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
50.0f
,
350.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
350.0f
,
350.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) }
};
//
do a windowed mode initialization of Direct3D
if
((g_d3d
=
Direct3DCreate9(D3D_SDK_VERSION))
==
NULL)
return
FALSE;
//
retrieves the current display mode of the adapter
if
(FAILED(g_d3d
->
GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&
display_mode)))
return
FALSE;
ZeroMemory(
&
present_param,
sizeof
(present_param));
//
initialize d3d presentation parameter
present_param.Windowed
=
TRUE;
present_param.SwapEffect
=
D3DSWAPEFFECT_DISCARD;
present_param.BackBufferFormat
=
display_mode.Format;
//
creates a device to represent the display adapter
if
(FAILED(g_d3d
->
CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&
present_param,
&
g_d3d_device)))
return
FALSE;
//
create the vertex buffer and set data
g_d3d_device
->
CreateVertexBuffer(
sizeof
(VERTEX)
*
8
,
0
, VERTEX_FVF, D3DPOOL_DEFAULT,
&
g_vertex_buffer, NULL);
//
locks a range of vertex data and obtains a pointer to the vertex buffer memory
g_vertex_buffer
->
Lock(
0
,
0
, (
void
**
)
&
vertex_ptr,
0
);
memcpy(vertex_ptr, verts,
sizeof
(verts));
//
unlocks vertex data
g_vertex_buffer
->
Unlock();
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Release all d3d resource.
//
--------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
Safe_Release(g_vertex_buffer);
Safe_Release(g_d3d_device);
Safe_Release(g_d3d);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Render a frame.
//
--------------------------------------------------------------------------------
BOOL Do_Frame()
{
//
clear device back buffer
g_d3d_device
->
Clear(
0
, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(
0
,
0
,
0
,
255
),
1.0f
,
0
);
//
Begin scene
if
(SUCCEEDED(g_d3d_device
->
BeginScene()))
{
//
set the vertex stream, shader, and texture.
//
binds a vertex buffer to a device data stream
g_d3d_device
->
SetStreamSource(
0
, g_vertex_buffer,
0
,
sizeof
(VERTEX));
//
set the current vertex stream declation
g_d3d_device
->
SetFVF(VERTEX_FVF);
//
assigns a texture to a stage for a device
g_d3d_device
->
SetTexture(
0
, g_texture);
//
disable alpha blending and draw 2 polygons
g_d3d_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
0
,
2
);
//
enable alpha blending and draw 2 polygons
g_d3d_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_d3d_device
->
SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_d3d_device
->
SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
4
,
2
);
//
end the scene
g_d3d_device
->
EndScene();
}
//
present the contents of the next buffer in the sequence of back buffers owned by the device
g_d3d_device
->
Present(NULL, NULL, NULL, NULL);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Main function, routine entry.
//
--------------------------------------------------------------------------------
int
WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line,
int
cmd_show)
{
WNDCLASSEX win_class;
MSG msg;
g_inst
=
inst;
//
create window class and register it
win_class.cbSize
=
sizeof
(win_class);
win_class.style
=
CS_CLASSDC;
win_class.lpfnWndProc
=
Window_Proc;
win_class.cbClsExtra
=
0
;
win_class.cbWndExtra
=
0
;
win_class.hInstance
=
inst;
win_class.hIcon
=
LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor
=
LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground
=
NULL;
win_class.lpszMenuName
=
NULL;
win_class.lpszClassName
=
g_class_name;
win_class.hIconSm
=
LoadIcon(NULL, IDI_APPLICATION);
if
(
!
RegisterClassEx(
&
win_class))
return
FALSE;
//
create the main window
g_hwnd
=
CreateWindow(g_class_name, g_caption, WS_CAPTION
|
WS_SYSMENU,
0
,
0
,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);
if
(g_hwnd
==
NULL)
return
FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
//
initialize game
if
(Do_Init()
==
FALSE)
return
FALSE;
//
start message pump, waiting for signal to quit.
ZeroMemory(
&
msg,
sizeof
(MSG));
while
(msg.message
!=
WM_QUIT)
{
if
(PeekMessage(
&
msg, NULL,
0
,
0
, PM_REMOVE))
{
TranslateMessage(
&
msg);
DispatchMessage(
&
msg);
}
//
draw a frame
if
(Do_Frame()
==
FALSE)
break
;
}
//
run shutdown function
Do_Shutdown();
UnregisterClass(g_class_name, inst);
return
(
int
) msg.wParam;
}
效果图:
设置可变顶点格式时增加一个
D3DCOLOR类型的漫反射分量,其中的alpha值指定了alpha混合因子。
//
The 2D vertex format and descriptor
typedef
struct
{
float
x, y, z;
//
2D coordinates
float
rhw;
//
rhw
D3DCOLOR diffuse;
//
diffuse color component
} VERTEX;
#define
VERTEX_FVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
//
initialize vertex data
VERTEX verts[]
=
{
{
100.0f
,
100.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
300.0f
,
100.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
100.0f
,
300.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
300.0f
,
300.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
50.0f
,
150.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
350.0f
,
150.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
50.0f
,
350.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
350.0f
,
350.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) }
};
D3DCOLOR类型可以用
D3DCOLOR_RGBA宏来生成,定义如下:
//
maps unsigned 8 bits/channel to D3DCOLOR
#define
D3DCOLOR_ARGB(a,r,g,b) \
((D3DCOLOR)((((a)
&
0xff
)
<<
24
)
|
(((r)
&
0xff
)
<<
16
)
|
(((g)
&
0xff
)
<<
8
)
|
((b)
&
0xff
)))
#define
D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b)
其中的a指定了alpha因子,a为255表示该颜色完全不透明,a为0表示该颜色完全透明。
在绘制的时候,将首先绘制的图形设置为禁用alpha混合模式,将后面绘制的图形设置为启用alpha混合模式,并设置alpha混合具体模式。
//
disable alpha blending and draw 2 polygons
g_d3d_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
0
,
2
);
//
enable alpha blending and draw 2 polygons
g_d3d_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_d3d_device
->
SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_d3d_device
->
SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
4
,
2
);
完整源码如下:
/*
**************************************************************************************
PURPOSE:
Alpha blending Demo
Required libraries:
D3D9.LIB
**************************************************************************************
*/
#include
<
windows.h
>
#include
<
stdio.h
>
#include
"
d3d9.h
"
#pragma comment(lib,
"
d3d9.lib
"
)
#define
WINDOW_WIDTH 400
#define
WINDOW_HEIGHT 400
#define
Safe_Release(p) if((p)) (p)->Release();
//
window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static
char
g_class_name[]
=
"
AlphaClass
"
;
static
char
g_caption[]
=
"Alpha Blending Demo
"
;
//
the Direct3D and device object
IDirect3D9
*
g_d3d
=
NULL;
IDirect3DDevice9
*
g_d3d_device
=
NULL;
//
The 2D vertex format and descriptor
typedef
struct
{
float
x, y, z;
//
2D coordinates
float
rhw;
//
rhw
D3DCOLOR diffuse;
//
diffuse color component
} VERTEX;
#define
VERTEX_FVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
IDirect3DVertexBuffer9
*
g_vertex_buffer
=
NULL;
IDirect3DTexture9
*
g_texture
=
NULL;
//
--------------------------------------------------------------------------------
//
Window procedure.
//
--------------------------------------------------------------------------------
long
WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch
(msg)
{
case
WM_DESTROY:
PostQuitMessage(
0
);
return
0
;
}
return
(
long
) DefWindowProc(hwnd, msg, wParam, lParam);
}
//
--------------------------------------------------------------------------------
//
Initialize d3d, d3d device, vertex buffer, texutre.
//
--------------------------------------------------------------------------------
BOOL Do_Init()
{
D3DPRESENT_PARAMETERS present_param;
D3DDISPLAYMODE display_mode;
BYTE
*
vertex_ptr;
//
initialize vertex data
VERTEX verts[]
=
{
{
100.0f
,
100.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
300.0f
,
100.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
100.0f
,
300.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
300.0f
,
300.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
0
,
64
,
128
,
255
) },
{
50.0f
,
150.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
350.0f
,
150.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
50.0f
,
350.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) },
{
350.0f
,
350.0f
,
1.0f
,
1.0f
, D3DCOLOR_RGBA(
128
,
0
,
0
,
128
) }
};
//
do a windowed mode initialization of Direct3D
if
((g_d3d
=
Direct3DCreate9(D3D_SDK_VERSION))
==
NULL)
return
FALSE;
//
retrieves the current display mode of the adapter
if
(FAILED(g_d3d
->
GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&
display_mode)))
return
FALSE;
ZeroMemory(
&
present_param,
sizeof
(present_param));
//
initialize d3d presentation parameter
present_param.Windowed
=
TRUE;
present_param.SwapEffect
=
D3DSWAPEFFECT_DISCARD;
present_param.BackBufferFormat
=
display_mode.Format;
//
creates a device to represent the display adapter
if
(FAILED(g_d3d
->
CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&
present_param,
&
g_d3d_device)))
return
FALSE;
//
create the vertex buffer and set data
g_d3d_device
->
CreateVertexBuffer(
sizeof
(VERTEX)
*
8
,
0
, VERTEX_FVF, D3DPOOL_DEFAULT,
&
g_vertex_buffer, NULL);
//
locks a range of vertex data and obtains a pointer to the vertex buffer memory
g_vertex_buffer
->
Lock(
0
,
0
, (
void
**
)
&
vertex_ptr,
0
);
memcpy(vertex_ptr, verts,
sizeof
(verts));
//
unlocks vertex data
g_vertex_buffer
->
Unlock();
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Release all d3d resource.
//
--------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
Safe_Release(g_vertex_buffer);
Safe_Release(g_d3d_device);
Safe_Release(g_d3d);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Render a frame.
//
--------------------------------------------------------------------------------
BOOL Do_Frame()
{
//
clear device back buffer
g_d3d_device
->
Clear(
0
, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(
0
,
0
,
0
,
255
),
1.0f
,
0
);
//
Begin scene
if
(SUCCEEDED(g_d3d_device
->
BeginScene()))
{
//
set the vertex stream, shader, and texture.
//
binds a vertex buffer to a device data stream
g_d3d_device
->
SetStreamSource(
0
, g_vertex_buffer,
0
,
sizeof
(VERTEX));
//
set the current vertex stream declation
g_d3d_device
->
SetFVF(VERTEX_FVF);
//
assigns a texture to a stage for a device
g_d3d_device
->
SetTexture(
0
, g_texture);
//
disable alpha blending and draw 2 polygons
g_d3d_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
0
,
2
);
//
enable alpha blending and draw 2 polygons
g_d3d_device
->
SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_d3d_device
->
SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_d3d_device
->
SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_d3d_device
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
4
,
2
);
//
end the scene
g_d3d_device
->
EndScene();
}
//
present the contents of the next buffer in the sequence of back buffers owned by the device
g_d3d_device
->
Present(NULL, NULL, NULL, NULL);
return
TRUE;
}
//
--------------------------------------------------------------------------------
//
Main function, routine entry.
//
--------------------------------------------------------------------------------
int
WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line,
int
cmd_show)
{
WNDCLASSEX win_class;
MSG msg;
g_inst
=
inst;
//
create window class and register it
win_class.cbSize
=
sizeof
(win_class);
win_class.style
=
CS_CLASSDC;
win_class.lpfnWndProc
=
Window_Proc;
win_class.cbClsExtra
=
0
;
win_class.cbWndExtra
=
0
;
win_class.hInstance
=
inst;
win_class.hIcon
=
LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor
=
LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground
=
NULL;
win_class.lpszMenuName
=
NULL;
win_class.lpszClassName
=
g_class_name;
win_class.hIconSm
=
LoadIcon(NULL, IDI_APPLICATION);
if
(
!
RegisterClassEx(
&
win_class))
return
FALSE;
//
create the main window
g_hwnd
=
CreateWindow(g_class_name, g_caption, WS_CAPTION
|
WS_SYSMENU,
0
,
0
,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);
if
(g_hwnd
==
NULL)
return
FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
//
initialize game
if
(Do_Init()
==
FALSE)
return
FALSE;
//
start message pump, waiting for signal to quit.
ZeroMemory(
&
msg,
sizeof
(MSG));
while
(msg.message
!=
WM_QUIT)
{
if
(PeekMessage(
&
msg, NULL,
0
,
0
, PM_REMOVE))
{
TranslateMessage(
&
msg);
DispatchMessage(
&
msg);
}
//
draw a frame
if
(Do_Frame()
==
FALSE)
break
;
}
//
run shutdown function
Do_Shutdown();
UnregisterClass(g_class_name, inst);
return
(
int
) msg.wParam;
}
效果图:
相关文章推荐
- 去掉动网广告“国内使用量最大的动网论坛”的方法
- pp加速器简易去广告
- 一些游戏编程的书[转]
- 去掉动网广告“国内使用量最大的动网论坛”的方法
- D3D中的光照(1)
- 内存对齐指令
- 1014. 福尔摩斯的约会 (20) PAT 乙级
- D3D中的光照(1)
- 内存对齐指令
- Direct3D中的绘制(2)
- QQ2010在Windows7下安装失败的解决方法
- 诸葛亮著作
- java LinkedList模拟堆栈
- Direct3D中的绘制(2)
- QQ2010在Windows7下安装失败的解决方法
- 诸葛亮著作
- 使用DirectPlay进行网络互联(4)
- Nebula3 SDK 中的新东西
- VS2010 Ultimate英文版下载
- 使用DirectPlay进行网络互联(4)