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        <title>Lowyat.NET: Latest topics by wcw2002</title>
        <description></description>
        <link>http://forum.lowyat.net/</link>
        <lastBuildDate>Sun, 05 Jul 2026 16:21:22 +0800</lastBuildDate>
        <generator>FeedCreator 1.7.2</generator>
        <item>
            <title>Oppo R15 Pro</title>
            <link>http://forum.lowyat.net/topic/4618456</link>
            <description>&lt;b&gt;Item(s):Oppo R15 Pro &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Package includes: full set with box&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Price:1850 nett &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Warranty: 11 months more&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Dealing method:COD &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Location: Kepong/KL/PJ/Damansara&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Contact method/details: Whatsapp 012-3881162&lt;/b&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Item(s) conditions: Like New&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Picture:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Reason for sale:Prefer IOS&lt;/b&gt;</description>
            <author>wcw2002</author>
            <category>Mobile Phones Garage Sales</category>
            <pubDate>Sat, 14 Jul 2018 00:56:15 +0800</pubDate>
        </item>
        <item>
            <title>[WTS] XiaoMi Mix 2 BLK</title>
            <link>http://forum.lowyat.net/topic/4557429</link>
            <description>&lt;b&gt;Item(s):Xiao MI Mix 2&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Package includes:full set with box&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Price:RM1600&lt;/b&gt;  [color=red]&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Warranty: no warranty,SG set&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Dealing method:COD&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Location:kepong,kota damansara,1u,bangsar,kl sentral&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Contact method/details:whatsapp 0123881162&lt;/b&gt;&lt;br /&gt;---&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Item(s) conditions:scratchless&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Picture:[attachmentid=9709193][attachmentid=9709194][attachmentid=9709195]&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Reason for sale:need fund for P20 Pro&lt;/b&gt;</description>
            <author>wcw2002</author>
            <category>Mobile Phones Garage Sales</category>
            <pubDate>Wed, 04 Apr 2018 17:08:58 +0800</pubDate>
        </item>
        <item>
            <title>HELP~</title>
            <link>http://forum.lowyat.net/topic/310330</link>
            <description>#include &amp;lt;windows.h&amp;gt;&lt;br /&gt;#include &amp;lt;gl/gl.h&amp;gt;&lt;br /&gt;#include &amp;lt;gl/glu.h&amp;gt;&lt;br /&gt;#include &amp;lt;gl/glaux.h&amp;gt;&lt;br /&gt;#include &amp;lt;stdlib.h&amp;gt;&lt;br /&gt;#include &amp;lt;stdio.h&amp;gt;&lt;br /&gt;#include &amp;lt;math.h&amp;gt;&lt;br /&gt;&lt;br /&gt;        // This is used for making the flares. It only works on one part of the program. Add some more if you want, but keep them with the rest.&lt;br /&gt;        // P is the position. 1.0 is where the light is, -1.0 is the opposite side.&lt;br /&gt;        // S is the size. 1.0 will fill the screen when looking right at the light.&lt;br /&gt;        // R,G, and B are the colour of the flare.&lt;br /&gt;#define MAKE_FLARE(P,S,R,G,B)   glBegin(GL_TRIANGLE_FAN);                                             &amp;#092;&lt;br /&gt;                                glColor4f(1.0,1.0,1.0,brightness*0.5);                                &amp;#092;&lt;br /&gt;                                glVertex2f(sx*P,sy*P);                                                &amp;#092;&lt;br /&gt;                                glColor4f(R,G,B,0);                                                   &amp;#092;&lt;br /&gt;                                for(loop=0.0;loop&amp;lt;6.283185307;loop+=6.283185307/6.0)                  &amp;#092;&lt;br /&gt;                                {                                                                     &amp;#092;&lt;br /&gt;                                 glVertex2f(sx*P+sin(loop)*S*brightness,sy*P+cos(loop)*S*brightness); &amp;#092;&lt;br /&gt;                                }                                                                     &amp;#092;&lt;br /&gt;                                glEnd();&lt;br /&gt;&lt;br /&gt;                     &lt;br /&gt;bool key[256];      &lt;br /&gt;float x=-4,y=-4,dir=135,pitch=5; &lt;br /&gt;                      &lt;br /&gt;float sun[] = {10,4,10,1}; &lt;br /&gt;float sun_dif[] = {1.0,1.0,1.0,0.5}; &lt;br /&gt;&lt;br /&gt;LRESULT CALLBACK WndProc( HWND hWnd, UINT message,WPARAM wParam, LPARAM lParam )&lt;br /&gt;{&lt;br /&gt;    switch ( message ) {&lt;br /&gt;        case WM_CLOSE:&lt;br /&gt;            PostQuitMessage( 0 );&lt;br /&gt;            return 0;&lt;br /&gt;            &lt;br /&gt;        case WM_KEYDOWN:&lt;br /&gt;            key[wParam] = true;&lt;br /&gt;            return 0;&lt;br /&gt;            &lt;br /&gt;        case WM_KEYUP:&lt;br /&gt;            key[wParam] = false;&lt;br /&gt;            return 0;&lt;br /&gt;            &lt;br /&gt;        default:&lt;br /&gt;            return DefWindowProc( hWnd, message, wParam, lParam );&lt;br /&gt;            &lt;br /&gt;    }&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;int WINAPI WinMain( HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int iCmdShow )&lt;br /&gt;{&lt;br /&gt;    WNDCLASS wc;   &lt;br /&gt;    HWND hWnd;        &lt;br /&gt;    HDC hDC;         &lt;br /&gt;    HGLRC hRC;        &lt;br /&gt;    MSG msg;          &lt;br /&gt;    BOOL bQuit = false; &lt;br /&gt;    &lt;br /&gt;    float bgani = 20.0;&lt;br /&gt;    &lt;br /&gt;    wc.style = CS_OWNDC;  &lt;br /&gt;    wc.lpfnWndProc = WndProc;&lt;br /&gt;    wc.cbClsExtra = 0;&lt;br /&gt;    wc.cbWndExtra = 0;&lt;br /&gt;    wc.hInstance = hInstance;&lt;br /&gt;    wc.hIcon = LoadIcon( NULL, IDI_APPLICATION );&lt;br /&gt;    wc.hCursor = LoadCursor( NULL, IDC_ARROW );&lt;br /&gt;    wc.hbrBackground = NULL;&lt;br /&gt;    wc.lpszMenuName = NULL;&lt;br /&gt;    wc.lpszClassName = &amp;quot;flr&amp;quot;;&lt;br /&gt;    RegisterClass( &amp;amp;wc );&lt;br /&gt;    &lt;br /&gt;    hWnd = CreateWindow(&amp;quot;flr&amp;quot;, &amp;quot;Flare&amp;quot;, WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE,0, 0, 480, 480,NULL, NULL, hInstance, NULL );&lt;br /&gt;    {&lt;br /&gt;        PIXELFORMATDESCRIPTOR pfd;&lt;br /&gt;        int iFormat;&lt;br /&gt;        hDC = GetDC( hWnd );&lt;br /&gt;        ZeroMemory( &amp;amp;pfd, sizeof( pfd ) );&lt;br /&gt;        pfd.nSize = sizeof( pfd );&lt;br /&gt;        pfd.nVersion = 1;&lt;br /&gt;        pfd.dwFlags = PFD_DRAW_TO_WINDOW |&lt;br /&gt;        PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;&lt;br /&gt;        pfd.iPixelType = PFD_TYPE_RGBA;&lt;br /&gt;        pfd.cColorBits = 32;&lt;br /&gt;        pfd.cDepthBits = 32;&lt;br /&gt;        pfd.iLayerType = PFD_MAIN_PLANE;&lt;br /&gt;        iFormat = ChoosePixelFormat( hDC, &amp;amp;pfd );&lt;br /&gt;        SetPixelFormat( hDC, iFormat, &amp;amp;pfd );&lt;br /&gt;        hRC = wglCreateContext( hDC );&lt;br /&gt;        wglMakeCurrent( hDC, hRC );&lt;br /&gt;        glMatrixMode(GL_PROJECTION);&lt;br /&gt;        gluPerspective(45,1,0.01,100);&lt;br /&gt;        glMatrixMode(GL_MODELVIEW);&lt;br /&gt;        glTranslatef(0,0,-5);&lt;br /&gt;        glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);&lt;br /&gt;        glEnable(GL_BLEND);&lt;br /&gt;        glLightfv(GL_LIGHT1,GL_POSITION,sun);&lt;br /&gt;        glLightfv(GL_LIGHT1,GL_DIFFUSE,sun_dif);&lt;br /&gt;        glEnable(GL_LIGHT1);&lt;br /&gt;        glEnable(GL_LIGHTING);&lt;br /&gt;        glEnable(GL_CULL_FACE);&lt;br /&gt;        glClearColor(0.5,0.6,1,0);&lt;br /&gt;        glEnable(GL_DEPTH_TEST);&lt;br /&gt;        glColorMaterial(GL_FRONT,GL_DIFFUSE);&lt;br /&gt;        glEnable(GL_COLOR_MATERIAL);         &lt;br /&gt;    }&lt;br /&gt;    &lt;br /&gt;    while ( &amp;#33;bQuit )&lt;br /&gt;    {&lt;br /&gt;        if ( PeekMessage( &amp;amp;msg, NULL, 0, 0, PM_REMOVE ) )&lt;br /&gt;        if ( msg.message == WM_QUIT ) &lt;br /&gt;        bQuit = TRUE;          &lt;br /&gt;        else {&lt;br /&gt;            TranslateMessage( &amp;amp;msg ); &lt;br /&gt;            DispatchMessage( &amp;amp;msg );   &lt;br /&gt;        }&lt;br /&gt;        else :&lt;br /&gt;        {&lt;br /&gt;            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);&lt;br /&gt;            &lt;br /&gt;            glLoadIdentity();&lt;br /&gt;            &lt;br /&gt;            glRotatef(pitch,1,0,0); &lt;br /&gt;            glRotatef(dir,0,1,0);&lt;br /&gt;            glTranslatef(-x,0,-y);&lt;br /&gt;            &lt;br /&gt;            glLightfv(GL_LIGHT1,GL_POSITION,sun); &lt;br /&gt;            &lt;br /&gt;            if(key[VK_LEFT]) dir -= 0.5;  &lt;br /&gt;            if(key[VK_RIGHT]) dir += 0.5;&lt;br /&gt;            &lt;br /&gt;            if(key[VK_UP]) {x += sin(dir/57.29578)*0.05;  y -= cos(dir/57.29578)*0.05;}&lt;br /&gt;            if(key[VK_DOWN]) {x -= sin(dir/57.29578)*0.05;  y += cos(dir/57.29578)*0.05;}&lt;br /&gt;            &lt;br /&gt;            if(key[VK_PRIOR] &amp;amp;&amp;amp; pitch &amp;gt; -45) pitch -= 0.5;&lt;br /&gt;            if(key[VK_NEXT] &amp;amp;&amp;amp; pitch &amp;lt; 45) pitch += 0.5; &lt;br /&gt;            &lt;br /&gt;            glColor3f(0,1,0); &lt;br /&gt;                       &lt;br /&gt;            #include &amp;quot;scene.h&amp;quot; &lt;br /&gt;            &lt;br /&gt;            { // Make the actual flares.&lt;br /&gt;                GLdouble modelMatrix[16]; &lt;br /&gt;                GLdouble projMatrix[16];  &lt;br /&gt;                GLdouble sx,sy,sz;        &lt;br /&gt;                int x,y;                  &lt;br /&gt;                float brightness=0;       &lt;br /&gt;                float depth;             &lt;br /&gt;                GLint viewport[4];        &lt;br /&gt;                &lt;br /&gt;                glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix); &lt;br /&gt;                glGetDoublev(GL_PROJECTION_MATRIX, projMatrix);&lt;br /&gt;                glGetIntegerv(GL_VIEWPORT, viewport);&lt;br /&gt;                &lt;br /&gt;                gluProject(sun[0],sun[1],sun[2],modelMatrix,projMatrix,viewport,&amp;amp;sx,&amp;amp;sy,&amp;amp;sz); &lt;br /&gt;                &lt;br /&gt;                &lt;br /&gt;                for(x=-4;x&amp;lt;=4;x++) // Go through some of the points near the light.&lt;br /&gt;                    for(y=-4;y&amp;lt;=4;y++)&lt;br /&gt;                    {&lt;br /&gt;                        if(viewport[2]/300.0*x+sx &amp;lt; viewport[2] &amp;amp;&amp;amp; viewport[2]/300.0*x+sx &amp;gt;= 0 &amp;amp;&amp;amp;&lt;br /&gt;                        viewport[3]/300.0*y+sy &amp;lt; viewport[3] &amp;amp;&amp;amp; viewport[3]/300.0*y+sy &amp;gt;= 0 ) &lt;br /&gt;                        {&lt;br /&gt;                            glReadPixels((int)(viewport[2]/300.0*x+sx),(int)(viewport[3]/300.0*y+sy),1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&amp;amp;depth);&lt;br /&gt;                            if(depth &amp;gt;= sz) brightness += 1.0/81.0;&lt;br /&gt;                        }&lt;br /&gt;                    }&lt;br /&gt;                &lt;br /&gt;                                &lt;br /&gt;                if(sx &amp;lt; viewport[2] &amp;amp;&amp;amp; sx &amp;gt;= 0 &amp;amp;&amp;amp;&lt;br /&gt;                sy &amp;lt; viewport[3] &amp;amp;&amp;amp; sy &amp;gt;= 0 ) &lt;br /&gt;                {&lt;br /&gt;                    glReadPixels((int)(sx),(int)(sy),1,1,GL_DEPTH_COMPONENT,GL_FLOAT,&amp;amp;depth);&lt;br /&gt;                    if(depth &amp;lt; sz) &lt;br /&gt;                        brightness = 0; &lt;br /&gt;                }&lt;br /&gt;                else &lt;br /&gt;                    brightness = 0; &lt;br /&gt;                &lt;br /&gt;                &lt;br /&gt;                sx = sx/(float)viewport[2]*2.0-1.0; &lt;br /&gt;                sy = sy/(float)viewport[2]*2.0-1.0;&lt;br /&gt;                &lt;br /&gt;                brightness = (1.2-sqrt(sx*sx+sy*sy))*brightness*0.75; &lt;br /&gt;                &lt;br /&gt;                glPushMatrix();&lt;br /&gt;                glLoadIdentity();&lt;br /&gt;                glMatrixMode(GL_PROJECTION);&lt;br /&gt;                glPushMatrix();&lt;br /&gt;                glLoadIdentity();&lt;br /&gt;                glDisable(GL_DEPTH_TEST); &lt;br /&gt;                glDisable(GL_CULL_FACE);  &lt;br /&gt;                glDisable(GL_LIGHTING);&lt;br /&gt;                &lt;br /&gt;                glBegin(GL_TRIANGLE_FAN); &lt;br /&gt;                glColor4f(0.9,1.0,0.9,brightness*0.5);&lt;br /&gt;                glVertex2f(sx,sy);&lt;br /&gt;                glColor4f(1.0,1.0,1.0,0);&lt;br /&gt;                glVertex2f(sx+2.5*brightness,sy);&lt;br /&gt;                glVertex2f(sx,sy+0.1*brightness);&lt;br /&gt;                glVertex2f(sx-2.5*brightness,sy);&lt;br /&gt;                glVertex2f(sx,sy-0.1*brightness);&lt;br /&gt;                glVertex2f(sx+2.5*brightness,sy);&lt;br /&gt;                glEnd();&lt;br /&gt;                &lt;br /&gt;                glColor4f(1,1,1,brightness);&lt;br /&gt;                glBegin(GL_QUADS);                &lt;br /&gt;                glTexCoord2f(0,0);&lt;br /&gt;                glVertex2f(sx-2,sy-2);&lt;br /&gt;                glTexCoord2f(1,0);&lt;br /&gt;                glVertex2f(sx+2,sy-2);&lt;br /&gt;                glTexCoord2f(1,1);&lt;br /&gt;                glVertex2f(sx+2,sy+2);&lt;br /&gt;                glTexCoord2f(0,1);&lt;br /&gt;                glVertex2f(sx-2,sy+2);&lt;br /&gt;                glEnd();&lt;br /&gt;                &lt;br /&gt;                {&lt;br /&gt;                    float loop;&lt;br /&gt;                    bool big = true;&lt;br /&gt;                    &lt;br /&gt;                    glBegin(GL_TRIANGLE_FAN);&lt;br /&gt;                    glColor4f(1.0,1.0,1.0,brightness*0.5);&lt;br /&gt;                    glVertex2f(sx,sy);&lt;br /&gt;                    glColor4f(1.0,1.0,0.5,0);&lt;br /&gt;                    for(loop=0.0;loop&amp;lt;6.283185307;loop+=6.283185307/64.0) &lt;br /&gt;                    {&lt;br /&gt;                        glVertex2f(sx+sin(loop)*(big?2.0*brightness:1.0*brightness),sy+cos(loop)*(big?2.0*brightness:1.0*brightness));&lt;br /&gt;                        big = &amp;#33;big; // Make the next part of the star the opposite of this part.&lt;br /&gt;                    }                    &lt;br /&gt;                    glEnd();&lt;br /&gt;                    &lt;br /&gt;                    MAKE_FLARE( 0.7,0.2,1.0,1.0,1.0); &lt;br /&gt;                    MAKE_FLARE( 0.6,0.3,1.0,0.6,0.6); &lt;br /&gt;                    MAKE_FLARE( 0.4,0.4,1.0,1.0,1.0);&lt;br /&gt;                    MAKE_FLARE( 0.3,0.6,0.8,0.8,0.6);&lt;br /&gt;                    MAKE_FLARE( 0.2,0.5,1.0,1.0,1.0);&lt;br /&gt;                    MAKE_FLARE(-0.1,0.4,0.6,1.0,0.6);&lt;br /&gt;                    MAKE_FLARE(-0.2,0.3,1.0,1.0,1.0);&lt;br /&gt;                    MAKE_FLARE(-0.4,0.2,0.6,0.8,0.8);&lt;br /&gt;                    MAKE_FLARE(-0.6,0.4,1.0,1.0,1.0);&lt;br /&gt;                    MAKE_FLARE(-0.7,0.5,0.6,0.6,1.0);&lt;br /&gt;                    MAKE_FLARE(-0.8,0.6,1.0,1.0,1.0);&lt;br /&gt;                    MAKE_FLARE(-0.9,0.5,0.8,0.6,0.8);&lt;br /&gt;                    MAKE_FLARE(-1.2,0.3,1.0,1.0,1.0);&lt;br /&gt;                }&lt;br /&gt;                glEnable(GL_LIGHTING);&lt;br /&gt;                glEnable(GL_CULL_FACE);&lt;br /&gt;                glEnable(GL_DEPTH_TEST);&lt;br /&gt;                glPopMatrix(); &lt;br /&gt;                glMatrixMode(GL_MODELVIEW);&lt;br /&gt;                glPopMatrix(); &lt;br /&gt;            }&lt;br /&gt;            SwapBuffers(hDC);&lt;br /&gt;        }        &lt;br /&gt;    }    &lt;br /&gt;    wglMakeCurrent(NULL,NULL);&lt;br /&gt;    wglDeleteContext(hRC);&lt;br /&gt;    ReleaseDC(hWnd,hDC);&lt;br /&gt;    DestroyWindow(hWnd);&lt;br /&gt;    &lt;br /&gt;    return msg.wParam;&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;CAN ANYONE TELL ME HOW THE PROGRAM WORK ACTUALLY?</description>
            <author>wcw2002</author>
            <category>Codemasters</category>
            <pubDate>Thu, 06 Jul 2006 15:41:13 +0800</pubDate>
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