Advanced 3D Game Programming with DirectX - phần 3 pot
... /******************************************************************* * Advanced 3D Game Programming using DirectX 9.0 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Desc: Sample application for Direct3D * * copyright ... three 3D points plane3( const point3& a, const point3& b, const point3& c); // Construct a plane from a normal...
Ngày tải lên: 08/08/2014, 23:20
... D3DTSS_COLORARG1, D3DTA_TEXTURE ); pDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); pDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED ); // use the high-frequency ... TRUE ); pDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE ); pDevice->DrawPrimitiveUP( D3DPT_...
Ngày tải lên: 08/08/2014, 23:20
... DrawPrimitiveUP(), 32 6 -3 27 DSBUFFERDESC structure, 9 6-9 8 dynamic address, 24 6-2 47 E edge collapse, 39 5 -3 96 edge selection, 39 6 -3 97 algorithms, 39 7 -3 99 edge split, 37 6 -3 77 emissive light, ... modified butterfly subdivision scheme, 38 3- 3 94 neural networks, 23 5-2 43 path planning, 22 0-2 23 potential functions, 21 0-2 12 radio...
Ngày tải lên: 08/08/2014, 23:20
Advanced 3D Game Programming with DirectX - phần 1 doc
... 5 - 3D Math Foundations Chapter 6 - Artificial Intelligence Chapter 7 - UDP Networking Chapter 8 - Beginning Direct3D Chapter 9 - Advanced 3D Programming Chapter 10 - Advanced ... DirectX 9.0 Introduction Chapter 1 - Windows Chapter 2 - Getting Started with DirectX Chapter 3 - Communicating with Dir...
Ngày tải lên: 08/08/2014, 23:20
Advanced 3D Game Programming with DirectX - phần 2 doc
... standard, full-screen, 640x480, 32 -bit application: Listing 2.7: Filling in the D3DPRESENT_PARAMETERS structure D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof( d3dpp ) ); ... available r = m_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &m_pDevice ); if( FAILED(r)) { throw cGameError(...
Ngày tải lên: 08/08/2014, 23:20
Advanced 3D Game Programming with DirectX - phần 4 ppsx
... _31 = x*z*(1-c)+(y*s); _41 = 0; _12 = y*x*(1-c)+(z*s); _22 = y*y*(1-c)+c; _32 = y*z*(1-c )-( x*s); _42 = 0; _ 13 = z*x*(1-c )-( y*s); _ 23 = z*y*(1-c)+(x*s); _33 = z*z*(1-c)+c; _ 43 ... = in._21; _ 13 = in. _31 ; _21 = in._12; _22 = in._22; _ 23 = in. _32 ; _31 = in._ 13; _32 = in._ 23; _33 = in. _33 ; // fix right column _14 = 0; _24 = 0; _3...
Ngày tải lên: 08/08/2014, 23:20
Advanced 3D Game Programming with DirectX - phần 5 pptx
... do cout. printf( " ;Advanced 3D Game Programming using DirectX 9.0\n" ); printf( " \n\n" ); printf( "Neural Net Simulator\n\n"); 32 4 Creating a successful ... stored with bits 0-7 representing the values 2 0 -2 7 and bits 8-1 5 representing values 2 8 -2 15 . But the CPU in a big endian system stores same value the other way a...
Ngày tải lên: 08/08/2014, 23:20
Advanced 3D Game Programming with DirectX - phần 6 doc
... 39 9 typedef struct _D3DVECTOR { union { D3DVALUE x; D3DVALUE dvX; }; union { D3DVALUE y; D3DVALUE dvY; }; union { D3DVALUE z; D3DVALUE dvZ; }; } D3DVECTOR, *LPD3DVECTOR; ... _21, _22, _ 23, _24; D3DVALUE _31 , _32 , _33 , _34 ; D3DVALUE _41, _42, _ 43, _44; } D3DMATRIX, *LPD3DMATRIX; The Depth Problem (and How Direct3D Solves It) 39 6 D3DRS_BLEND...
Ngày tải lên: 08/08/2014, 23:20
Advanced 3D Game Programming with DirectX - phần 7 ppsx
... depth - only supports 1 6-, 2 4-, and 32 -bit formats if( bpp == 16 ) d3dpp.BackBufferFormat = D3DFMT_R5G6B5; else if( bpp == 24 ) d3dpp.BackBufferFormat = D3DFMT_R8G8B8; else if( bpp == 32 ... texCoord3 m_tex2; static ulong m_fvfFlags; }; ulong mtVertex::m_fvfFlags = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEXCOORDSIZE2(...
Ngày tải lên: 08/08/2014, 23:20
Advanced 3D Game Programming with DirectX - phần 8 ppsx
... HRESULT hr; hr = Graphics( )-& gt;GetDevice( )-& gt;CreateVertexBuffer( m_nVerts * sizeof( sVertex ), D3DUSAGE_WRITEONLY, D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1, D3DPOOL_DEFAULT, &m_pVertexBuffer ... // set our blending terms pDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO ); pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR ); The blendin...
Ngày tải lên: 08/08/2014, 23:20