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Advanced 3D Game Programming with DirectX - phần 1 doc

Advanced 3D Game Programming with DirectX - phần 1 doc

... Cataloging-in-Publication Data Walsh, Peter (Peter Andrew), 19 8 0Advanced 3D game programming with DirectX 9.0 / by Peter Walsh p cm ISBN 1- 5 562 2-9 6 8-2 (pbk.) Computer games Programming DirectX ... first stage of the journey into the depths of advanced 3D game development with DirectX 9.0 Before you can start exploring the world of 3D game programming,...

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Advanced 3D Game Programming with DirectX - phần 2 doc

Advanced 3D Game Programming with DirectX - phần 2 doc

... buffer d3dpp.BackBufferWidth = width; d3dpp.BackBufferHeight = height; // Set the flags for the bit depth - only supports 1 6-, 2 4-, and 3 2- bit formats if( bpp == 16 ) d3dpp.BackBufferFormat = D3DFMT_R5G6B5; ... depth - only supports 16, 24 , and 32 bit formats if( bpp == 16 ) d3dpp.BackBufferFormat = D3DFMT_R5G6B5; else if( bpp == 24 ) d3dpp.BackBufferFormat = D3DFMT_X8R8...

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Advanced 3D Game Programming with DirectX - phần 3 pot

Advanced 3D Game Programming with DirectX - phần 3 pot

... m_sounds[num].size() - ]-> Play(); } void cDSSampleApp::DoFrame( float timeDelta ) { // Clear the previous contents of the back buffer Graphics( )-> GetDevice( )-> Clear( 0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB( ... point3 inline point3 operator+(point3 const &a, point3 const &b) { return point3 ( a.x+b.x, a.y+b.y, a.z+b.z ); }; inline point3 operator-(point3 const &...

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Advanced 3D Game Programming with DirectX - phần 4 ppsx

Advanced 3D Game Programming with DirectX - phần 4 ppsx

... _11 = x*x*(1-c)+c; _21 = x*y*(1-c )-( z*s); _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); ... viewVec.z; // Do the translation values _41 = - (loc * rightVec); _42 = - (loc * upVec); 229 _43 = - (loc * viewVec); _ 14 = 0; _ 24 = 0; _ 34 = 0; _44 = 1; } matrix4 mat...

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Advanced 3D Game Programming with DirectX - phần 5 pptx

Advanced 3D Game Programming with DirectX - phần 5 pptx

... using Listing 6.6: Sample snippet from the cell description file 17 -8 .0 8.0 -4 .0 8.0 -4 .0 4.0 -5 .5 4.0 -6 .5 4.0 -8 .0 4.0 1 2 5 293 more cells Building the graph is a little trickier The way it ... if( pCurr->m_fWeight + this->m_fCost < pCurr->m_pTo->m_fCost ) { // relax the 'to' node pCurr->m_pTo->m_pPrev = this; pCurr->m_pTo->m_fCost = pCurr->m_fWeight + this->m_f...

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Advanced 3D Game Programming with DirectX - phần 6 doc

Advanced 3D Game Programming with DirectX - phần 6 doc

... typedef struct _D3DVECTOR { union { D3DVALUE x; D3DVALUE dvX; }; union { D3DVALUE y; D3DVALUE dvY; }; union { D3DVALUE z; D3DVALUE dvZ; }; } D3DVECTOR, *LPD3DVECTOR; D3DMATRIX The D3DMATRIX structure ... _D3DCOLORVALUE { union { D3DVALUE r; D3DVALUE dvR; }; union { D3DVALUE g; D3DVALUE dvG; }; union { D3DVALUE b; D3DVALUE dvB; }; union { D3DVALUE a; D3DVALUE dvA; }; } D3DCOLORVALUE; This stru...

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Advanced 3D Game Programming with DirectX - phần 7 ppsx

Advanced 3D Game Programming with DirectX - phần 7 ppsx

... D3DCULL_CCW); pDevice->SetRenderState(D3DRS_LIGHTING, TRUE); pDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); pDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE); pDevice->SetRenderState(D3DRS_AMBIENT, ... 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 )...

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Advanced 3D Game Programming with DirectX - phần 8 ppsx

Advanced 3D Game Programming with DirectX - phần 8 ppsx

... the room, very reflective 0.0 0.0 0.0 0.76 ## -1 0.0 10.0 -1 0.0 10.0 10.0 -1 0.0 10.0 10.0 -8 .0 -1 0.0 10.0 -8 .0 This code can only correctly deal with square polygons Adding support for other ... = Graphics( )-> GetDevice( )-> CreateVertexBuffer( m_nVerts * sizeof( sVertex ), D3DUSAGE_WRITEONLY, D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1, D3DPOOL_DEFAULT, &m_pVertexBuf...

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Advanced 3D Game Programming with DirectX - phần 9 pot

Advanced 3D Game Programming with DirectX - phần 9 pot

... D3DTSS_COLORARG1, D3DTA_TEXTURE ); pDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); pDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED ); // use the high-frequency ... pDevice->SetTexture( 1, pGlossMap ); pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); pDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE ); pDevice->SetRenderState( D3DRS_DESTBLEND...

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