Focus On 3D Terrain Programming phần 8 pot

Focus On 3D Terrain Programming phần 8 pot

Focus On 3D Terrain Programming phần 8 pot

... allocation/freeing functions are the high- level abstractions that call on the add/remove triangle functions. Let’s focus on the low-level manipulation functions because the high-level ones are ... out Figure 8. 4 to see where we currently stand on our implementation. 169 It’s All in the Water Figure 8. 3 The 256 × 256 water texture used in demo8_1. Figure 8. 4 The simple water imp...
Ngày tải lên : 12/08/2014, 17:20
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Focus On 3D Terrain Programming phần 3 pot

Focus On 3D Terrain Programming phần 3 pot

... smooth terrain. Now, let’s kick this expla- nation into the second dimension. Keep the 1D explanation in your head constantly as we talk about what to change for the 2D explanation because every concept ... Shankel, Jason. “Fractal Terrain Generation—Fault Formation.” Game Programming Gems. Rockland, Massachusetts: Charles River Media, 2000. 499–502. 2 Shankel, Jason. “Fractal Terrain...
Ngày tải lên : 12/08/2014, 17:20
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Focus On 3D Terrain Programming phần 4 ppt

Focus On 3D Terrain Programming phần 4 ppt

... enter the hardcore terrain programming section, which contains all sorts of information on advanced terrain algorithms. References 1 Van Noland, Charlie. “Slope Lighting Terrain. ” 2002. http://www.gamedev.net/reference/articles/article1436.asp. 72 4. ... lightmap onto terrain, but the more advanced lightmapping concepts concentrate on the genera- tion of a lightmap. (I’ll be show...
Ngày tải lên : 12/08/2014, 17:20
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Focus On 3D Terrain Programming phần 5 ppt

Focus On 3D Terrain Programming phần 5 ppt

... calculation functionality to the CCAMERA class based on some information in Mark Morley’s article “Frustum Culling in OpenGL,” which I consider the best frustum culling tutorial I’ve seen on the ... true; Else 84 5. Geomipmapping for the CLOD Impaired Figure 5 .8 Crack elimination by omitting rendering the vertex at points A and B. and so on to the API individually. In addition, mo...
Ngày tải lên : 12/08/2014, 17:20
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Focus On 3D Terrain Programming phần 6 pps

Focus On 3D Terrain Programming phần 6 pps

... theory. Let’s move on to the next section. Propagation Propaganda This theory section is about how to improve the tessellation of your quadtree implementation. In the previous section, we talked about general ... across the entire terrain mesh. The constant C allows us control of the minimum resolution of the mesh. Roettger advised, in the conference paper that we are basing our implemen...
Ngày tải lên : 12/08/2014, 17:20
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Focus On 3D Terrain Programming phần 7 ppsx

Focus On 3D Terrain Programming phần 7 ppsx

... implementation, the update/shutdown functions are going to be almost laughably small, consisting of one line each. To stay consistent with previous chapters, let’s start with the initialization function ... an expo- nent of 1 28. Then we add the result of the ‘and operation’ on uiS and 0x007FFFFF. The ‘and operation’ is done to mask out any bits that might intrude upon the exponent bits. I...
Ngày tải lên : 12/08/2014, 17:20
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Focus On 3D Terrain Programming phần 9 pdf

Focus On 3D Terrain Programming phần 9 pdf

... texture! Check out demo8_5 on the CD (under Code\Chapter 8\ demo8_5) and Figure 8. 19 to see a screenshot from that demo. Camera -Terrain Collision Detection and Simple Response Do not let the heading ... generation function with some sort of resolution boundary; otherwise, we’re going to have one really highly tessellated dome. 180 8. Wrapping It Up: Special Effects and More Figure...
Ngày tải lên : 12/08/2014, 17:20
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Focus On 3D Terrain Programming phần 10 ppsx

Focus On 3D Terrain Programming phần 10 ppsx

... textures, 182 – 187 CosineInterpolation function, 185 – 186 defined, 1 78 Fractal Brownian Motion (FBM) theory, 183 – 187 generation discussion, 179– 182 Perlin Noise, 184 ranged random function, 185 – 186 RangedSmoothRandom ... continuous level of detail algorithms cloud textures Fractal Brownian Motion (FBM) theory, 183 – 187 sky-dome, 182 – 187 code, conventions used in book, 8 1...
Ngày tải lên : 12/08/2014, 17:20
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Thủ thuật làm hoạt hình 3D cơ bản phần 8 potx

Thủ thuật làm hoạt hình 3D cơ bản phần 8 potx

... Áp Edit Mesh, ch ọn cấp Polygon và rê ch ọn các mặt nhý sau trong vùng nhìn Front ho ặc Left Hýớng dẫn giảng dạy Học phần 5 – HOẠT HÌNH ấ CHIỀU CB Trang 98/ 124 Chọn 1 ô chất liệu ... 26Y0ng QKun Top & front Ví dụ: - &K͍n ðqn - Bảng Modify, kiểm nhận Shadow (On) và chọn chức nãng Ray Traced Shadows trong hộp xổ. Hýớng dẫn giảng dạy Học phần 5 – HOẠT...
Ngày tải lên : 31/07/2014, 10:21
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Visual C++ and MFC Fundamentals programming phần 8 pot

Visual C++ and MFC Fundamentals programming phần 8 pot

... control, such as an edit box. This control is called the buddy window of the spin button. The control should be positioned on one horizontal side of the spin button. After adding that new control, ... Insert ActiveX Control dialog Visual C++ and MFC Fundamentals Chapter 17: Track-Based Controls © FunctionX, Inc. 511 ON_ WM_QUERYDRAGICON() ON_ EN_SETFOCUS(IDC_LAST_NAME, OnSet...
Ngày tải lên : 06/08/2014, 17:20
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