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:anchor: 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding.

game-development notes game-developing-notes books study-notes graphics realtime-rendering gpu-programming shader real-time-rendering

game-programmer-study-notes's Issues

RIP

大佬一路走好。

R.I.P

愿至此以后,有安身之处,不再无助。

大佬一路走好

您的梦想不会破灭,还有很多人会走在您照耀的道路上。

R.I.P

大佬一路走好

【已解决】错别字

https://github.com/QianMo/Game-Programmer-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost02
2.4 光栅化阶段 The Rasterizer Stage

给定经过变换和投影之后的顶点,颜色以及纹理坐标(均来自于几何阶段),给每个像素(Pixel)正确配色,以便正确绘制整幅图像。这个过个过程叫光珊(栅)化(rasterization)或扫描变换(scan conversion),即从二维顶点所处的屏幕空间(所有顶点都包含Z值即深度值,及各种与相关的着色信息)到屏幕上的像素的转换。

R.I.P

大佬一路走好:(

一路走好

您的博客教程很多都是保存未读,但感觉跟您认识很久的样子,无法改变什么了,只能尊重您的选择,一路走好

R.I.P

“生如夏花之绚烂,死如秋叶之静美”

[Typo] GPU Gems1 中环绕照明笔误

感谢读书笔记,拜读收益颇多。
提一个小笔误:在《GPU Gem1》全书提炼总结中环绕照明"warp lighting"写成了"warp lighting"

RIP

愿星云有你更灿烂。

安息 R.I.P

大佬一路走好!
各位大神,无论如何不要想不开啊,肉身怼大厂是悲壮,但依然难以撼动大厂,还是要厚脸皮点。

RIP

人生画上句号,一路走好。。。。

RIP

很遗憾这样的方式认识你,一路走好

RIP

大佬一路走好,愿下辈子能在真正发光发热的地方继续为理想奋斗

链接怎么生成的

请问一下,文中各种链接是怎么生成的,有工具辅助生成还是人工复制网页链接的

RIP

一声长叹,在这样的工作环境下简直是抑郁症的培养皿

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