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<channel>
	<title>KlayGE游戏引擎</title>
	
	<link>http://www.klayge.org</link>
	<description>To arm your engine with cutting-edge technology</description>
	<lastBuildDate>Mon, 20 Feb 2012 03:40:55 +0000</lastBuildDate>
	<language>en</language>
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		<title>kfx格式的复活</title>
		<link>http://feedproxy.google.com/~r/klayge/~3/cfCOUsfAlD8/</link>
		<comments>http://www.klayge.org/2012/02/20/kfx%e6%a0%bc%e5%bc%8f%e7%9a%84%e5%a4%8d%e6%b4%bb/#comments</comments>
		<pubDate>Mon, 20 Feb 2012 03:40:55 +0000</pubDate>
		<dc:creator>GONG Minmin</dc:creator>
				<category><![CDATA[KlayGE]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[effect]]></category>
		<category><![CDATA[jit]]></category>

		<guid isPermaLink="false">http://www.klayge.org/?p=1831</guid>
		
			<content:encoded><![CDATA[老用户一定记得，在KlayGE...<br/>
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			<wfw:commentRss>http://www.klayge.org/2012/02/20/kfx%e6%a0%bc%e5%bc%8f%e7%9a%84%e5%a4%8d%e6%b4%bb/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Cg 3.1发布</title>
		<link>http://feedproxy.google.com/~r/klayge/~3/YSZmGBk7cgE/</link>
		<comments>http://www.klayge.org/2012/02/15/cg-3-1%e5%8f%91%e5%b8%83/#comments</comments>
		<pubDate>Wed, 15 Feb 2012 05:30:25 +0000</pubDate>
		<dc:creator>GONG Minmin</dc:creator>
				<category><![CDATA[DirectX]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Cg]]></category>

		<guid isPermaLink="false">http://www.klayge.org/?p=1828</guid>
		
			<content:encoded><![CDATA[在越来越多的人讨论Cg存留问题的时候，Cg 3.1突然发布了。主要的改进有： Cg语言支持uniform buffer。 增加了OpenGL Unified Buffer Object（UBO）。 增加了翻译成OpenGL GLSL version 110和120的支持。 新的tessellation例子。 新的uniform buffer例子。 各个例子都加上了VC10的工程文件。...<br/>
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		<feedburner:origLink>http://www.klayge.org/2012/02/15/cg-3-1%e5%8f%91%e5%b8%83/</feedburner:origLink></item>
		<item>
		<title>OpenGL驱动的陷阱：ATI篇，再续</title>
		<link>http://feedproxy.google.com/~r/klayge/~3/p2VdfTVHtjE/</link>
		<comments>http://www.klayge.org/2012/02/13/opengl%e9%a9%b1%e5%8a%a8%e7%9a%84%e9%99%b7%e9%98%b1%ef%bc%9aati%e7%af%87%ef%bc%8c%e5%86%8d%e7%bb%ad/#comments</comments>
		<pubDate>Mon, 13 Feb 2012 07:02:33 +0000</pubDate>
		<dc:creator>GONG Minmin</dc:creator>
				<category><![CDATA[KlayGE]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tech article]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[Catalyst]]></category>

		<guid isPermaLink="false">http://www.klayge.org/?p=1826</guid>
		
			<content:encoded><![CDATA[AMD的OpenGL驱动问题很多，是个众所周知的事情。以前我也写过《OpenGL驱动的陷阱：ATI篇》和《OpenGL驱动的陷阱：ATI篇，后续》来阐述这个问题，当时最新的驱动是Catalyst 10.10。过了一年多的时间，AMD的驱动和KlayGE的代码都有了不少变化，情况又如何呢？ 失败的例子 在去年的驱动上，发现的问题主要有三个（ticket #58）： Deferred...<br/>
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			<wfw:commentRss>http://www.klayge.org/2012/02/13/opengl%e9%a9%b1%e5%8a%a8%e7%9a%84%e9%99%b7%e9%98%b1%ef%bc%9aati%e7%af%87%ef%bc%8c%e5%86%8d%e7%bb%ad/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>HLSL bytecode to GLSL编译器的第一步</title>
		<link>http://feedproxy.google.com/~r/klayge/~3/tTze85FC3Dg/</link>
		<comments>http://www.klayge.org/2012/02/09/hlsl-bytecode-to-glsl%e7%bc%96%e8%af%91%e5%99%a8%e7%9a%84%e7%ac%ac%e4%b8%80%e6%ad%a5/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 05:08:28 +0000</pubDate>
		<dc:creator>GONG Minmin</dc:creator>
				<category><![CDATA[DirectX]]></category>
		<category><![CDATA[KlayGE]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[OpenGL ES]]></category>
		<category><![CDATA[Cg]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://www.klayge.org/?p=1821</guid>
		
			<content:encoded><![CDATA[从KlayGE 4.0开始，不但有为了下一版本开发的短期任务，还有一些中长期研发的任务。其中之一就是HLSL bytecode to GLSL编译器。现在KlayGE里的shader主要由HLSL写成，通过#ifdef的土办法兼容Cg。对D3D11来说可以直接使用，但对于OpenGL和OpenGL ES...<br/>
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			<wfw:commentRss>http://www.klayge.org/2012/02/09/hlsl-bytecode-to-glsl%e7%bc%96%e8%af%91%e5%99%a8%e7%9a%84%e7%ac%ac%e4%b8%80%e6%ad%a5/feed/</wfw:commentRss>
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		<item>
		<title>正式宣布次世代评测软件KlayMark</title>
		<link>http://feedproxy.google.com/~r/klayge/~3/cDqdkP4ioCA/</link>
		<comments>http://www.klayge.org/2012/02/06/the-next-gen-benchmark-software-klaymark-announced/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 11:13:05 +0000</pubDate>
		<dc:creator>GONG Minmin</dc:creator>
				<category><![CDATA[DirectX]]></category>
		<category><![CDATA[KlayMark]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[OpenGL ES]]></category>
		<category><![CDATA[benchmark]]></category>

		<guid isPermaLink="false">http://www.klayge.org/?p=1810</guid>
		
			<content:encoded><![CDATA[经过长时间的筹划，今天正式宣布开始次世代评测软件KlayMark的开发。 简介 KlayMark将以KlayGE为引擎，定位为一款集各种先进渲染技术于一身的跨平台评测软件。在提供赏心悦目的画面同时，对系统的性能作出综合评价。不论是PC平台还是移动平台，KlayMark将提供统一的计分方式，使得不同平台之间的得分具有可比性。...<br/>
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			<wfw:commentRss>http://www.klayge.org/2012/02/06/the-next-gen-benchmark-software-klaymark-announced/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<item>
		<title>KFont成为独立的子项目</title>
		<link>http://feedproxy.google.com/~r/klayge/~3/NdIM5CGRWN4/</link>
		<comments>http://www.klayge.org/2012/02/03/kfont%e6%88%90%e4%b8%ba%e7%8b%ac%e7%ab%8b%e7%9a%84%e5%ad%90%e9%a1%b9%e7%9b%ae/#comments</comments>
		<pubDate>Fri, 03 Feb 2012 05:59:23 +0000</pubDate>
		<dc:creator>GONG Minmin</dc:creator>
				<category><![CDATA[kfont]]></category>
		<category><![CDATA[font]]></category>

		<guid isPermaLink="false">http://www.klayge.org/?p=1808</guid>
		
			<content:encoded><![CDATA[独具特色的KlayGE字体系统现在可以独立使用啦！ 在开发版本中，字体系统KFont成为了一个不依赖于KlayGE主体的子项目。目前包含的功能有.kfont格式的读写。未来可能加入字体转换工具和渲染代码生成。<br/>
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			<wfw:commentRss>http://www.klayge.org/2012/02/03/kfont%e6%88%90%e4%b8%ba%e7%8b%ac%e7%ab%8b%e7%9a%84%e5%ad%90%e9%a1%b9%e7%9b%ae/feed/</wfw:commentRss>
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		<item>
		<title>KlayGE的OpenGLES2插件改名为OpenGLES</title>
		<link>http://feedproxy.google.com/~r/klayge/~3/oP6xynEp8p4/</link>
		<comments>http://www.klayge.org/2012/01/31/klayge%e7%9a%84opengles2%e6%8f%92%e4%bb%b6%e6%94%b9%e5%90%8d%e4%b8%baopengles/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 06:48:12 +0000</pubDate>
		<dc:creator>GONG Minmin</dc:creator>
				<category><![CDATA[KlayGE]]></category>
		<category><![CDATA[OpenGL ES]]></category>
		<category><![CDATA[ARM]]></category>
		<category><![CDATA[Mali]]></category>
		<category><![CDATA[PowerVR]]></category>
		<category><![CDATA[Qualcomm]]></category>

		<guid isPermaLink="false">http://www.klayge.org/?p=1804</guid>
		
			<content:encoded><![CDATA[为迎接即将到来的OpenGL ES 3.0（开发代号Halti），KlayGE的OpenGLES2插件正式更名为OpenGLES，以保持兼容性。同时，还增加了OGLESConditionalRender，通过GL_EXT_occlusion_query_boolean来实现遮挡查询。 另外说说OpenGL ES 3。在2007年的OpenGL ES...<br/>
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			<wfw:commentRss>http://www.klayge.org/2012/01/31/klayge%e7%9a%84opengles2%e6%8f%92%e4%bb%b6%e6%94%b9%e5%90%8d%e4%b8%baopengles/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		<feedburner:origLink>http://www.klayge.org/2012/01/31/klayge%e7%9a%84opengles2%e6%8f%92%e4%bb%b6%e6%94%b9%e5%90%8d%e4%b8%baopengles/</feedburner:origLink></item>
		<item>
		<title>OpenGL ES Emulator再次横向比较</title>
		<link>http://feedproxy.google.com/~r/klayge/~3/d-87sjYDj7E/</link>
		<comments>http://www.klayge.org/2012/01/28/opengl-es-emulator%e5%86%8d%e6%ac%a1%e6%a8%aa%e5%90%91%e6%af%94%e8%be%83/#comments</comments>
		<pubDate>Sat, 28 Jan 2012 05:58:46 +0000</pubDate>
		<dc:creator>GONG Minmin</dc:creator>
				<category><![CDATA[OpenGL ES]]></category>
		<category><![CDATA[ARM]]></category>
		<category><![CDATA[Mali]]></category>
		<category><![CDATA[NVIDIA]]></category>
		<category><![CDATA[PowerVR]]></category>
		<category><![CDATA[Tegra]]></category>

		<guid isPermaLink="false">http://www.klayge.org/?p=1800</guid>
		
			<content:encoded><![CDATA[去年4月份我写过《OpenGL ES Emulator横向比较》，比较了4种常见的OpenGL ES模拟器。过了将近一年，让我们再次横向比较一下现在的模拟器。 基本特性 厂商 NVIDIA ARM 名称 x86 Windows OpenGL ES 2.0 Emulator OpenGL ES 2.0 Emulator v1.3 模拟目标 Tegra Mali 版本 OpenGL ES 1.1,...<br/>
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			<wfw:commentRss>http://www.klayge.org/2012/01/28/opengl-es-emulator%e5%86%8d%e6%ac%a1%e6%a8%aa%e5%90%91%e6%af%94%e8%be%83/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>KlayGE在OpenGL ES上的新进展</title>
		<link>http://feedproxy.google.com/~r/klayge/~3/GTg5BI6qKyw/</link>
		<comments>http://www.klayge.org/2012/01/28/klayge%e5%9c%a8opengl-es%e4%b8%8a%e7%9a%84%e6%96%b0%e8%bf%9b%e5%b1%95/#comments</comments>
		<pubDate>Sat, 28 Jan 2012 05:40:22 +0000</pubDate>
		<dc:creator>GONG Minmin</dc:creator>
				<category><![CDATA[KlayGE]]></category>
		<category><![CDATA[OpenGL ES]]></category>
		<category><![CDATA[Tegra]]></category>

		<guid isPermaLink="false">http://www.klayge.org/?p=1798</guid>
		
			<content:encoded><![CDATA[经过这几天的的开发和调试，KlayGE的所有例子都在NVIDIA的OpenGL ES模拟器上顺利运行了。除了没有GI、distance mapping退化成normal mapping、以及由于缺少float texture而不能实现高精度DoF之外，其他效果都和D3D11和OpenGL一致。 Tegra 2模拟器的问题 NVIDIA的OpenGL ES模拟器的模拟对象是Tegra...<br/>
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		<item>
		<title>KlayGE 4.1开发计划</title>
		<link>http://feedproxy.google.com/~r/klayge/~3/Ku7wedQzxm0/</link>
		<comments>http://www.klayge.org/2012/01/02/planning-of-klayge-4-1/#comments</comments>
		<pubDate>Sun, 01 Jan 2012 16:34:57 +0000</pubDate>
		<dc:creator>GONG Minmin</dc:creator>
				<category><![CDATA[KlayGE]]></category>

		<guid isPermaLink="false">http://www.klayge.org/?p=1784</guid>
		
			<content:encoded><![CDATA[上个星期，经过整个团队半年的努力，KlayGE迈进了4.0这个大版本！紧接着就是开始计划4.1的开发了。该版本大约在2012年6月发布，这里列出目前的新功能计划。 必然出现 这些特性一定会出现在KlayGE 4.1中，都有明确的实现方法，不确定性因素较小。 屏幕空间反射 FFT Bloom filter 基于Postprocess的stereo 通过Importance...<br/>
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