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3d游戏开发.pdf

3d游戏开发

wyx065747
2011-04-26 0人阅读 举报 0 0 暂无简介

简介:本文档为《3d游戏开发pdf》,可适用于IT/计算机领域

TEAMFLYTeamFly®IntroductiontoDGameProgrammingwithDirectX®FrankDLunaTechnicalreviewbyRodLopezWordwarePublishing,IncLibraryofCongressCataloginginPublicationDataLuna,FrankDIntroductiontoDgameprogrammingwithDirectXbyFrankDLunapcmISBN(pbk)ComputergamesProgrammingDirectXITitleQACL'dcCIP©,WordwarePublishing,IncAllRightsReservedLosRiosBoulevardPlano,TexasNopartofthisbookmaybereproducedinanyformorbyanymeanswithoutpermissioninwritingfromWordwarePublishing,IncPrintedintheUnitedStatesofAmericaISBNDirectXisaregisteredtrademarkofMicrosoftCorporationintheUnitedStatesandorothercountriesAllbrandnamesandproductnamesmentionedinthisbookaretrademarksorservicemarksoftheirrespectivecompaniesAnyomissionormisuse(ofanykind)ofservicemarksortrademarksshouldnotberegardedasintenttoinfringeonthepropertyofothersThepublisherrecognizesandrespectsallmarksusedbycompanies,manufacturers,anddevelopersasameanstodistinguishtheirproductsAllinquiriesforvolumepurchasesofthisbookshouldbeaddressedtoWordwarePublishing,Inc,attheaboveaddressTelephoneinquiriesmaybemadebycalling:()Tomyparents,FrankandKathryniiiThispageintentionallyleftblankContentsAcknowledgmentsxvIntroductionxviiPartIMathematicalPrerequisitesVectorsinSpaceVectorEqualityComputingtheMagnitudeofaVectorNormalizingaVectorVectorAdditionVectorSubtractionScalarMultiplicationDotProductsCrossProductsMatricesEquality,ScalarMultiplication,andAdditionMultiplicationTheIdentityMatrixInversesTheTransposeofaMatrixDDXMatricesBasicTransformationsTheTranslationMatrixTheRotationMatricesTheScalingMatrixCombiningTransformationsSomeFunctionstoTransformVectorsPlanes(Optional)DDXPLANEPointandPlaneSpatialRelationConstructionNormalizingaPlaneTransformingaPlaneNearestPointonaPlanetoaParticularPointRays(Optional)RaysRayPlaneIntersectionSummaryvPartIIDirectDFundamentalsChapterDirectDInitializationDirectDOverviewTheREFDeviceDDDEVTYPECOMSomePreliminariesSurfacesMultisamplingPixelFormatsMemoryPoolsTheSwapChainandPageFlippingDepthBuffersVertexProcessingDeviceCapabilitiesInitializingDirectDAcquiringanIDirectDInterfaceCheckingforHardwareVertexProcessingFillingOuttheDDPRESENTPARAMETERSStructureCreatingtheIDirectDDeviceInterfaceSampleApplication:InitializingDirectDddUtilityhcppSampleFrameworkSample:DDInitSummaryChapterTheRenderingPipelineModelRepresentationVertexFormatsTrianglesIndicesTheVirtualCameraTheRenderingPipelineLocalSpaceWorldSpaceViewSpaceBackfaceCullingLightingClippingProjectionViewportTransformRasterizationSummaryviContentsChapterDrawinginDirectDVertexIndexBuffersCreatingaVertexandIndexBufferAccessingaBuffer’sMemoryRetrievingInformationaboutaVertexandIndexBufferRenderStatesDrawingPreparationsDrawingwithVertexIndexBuffersIDirectDDevice::DrawPrimitiveIDirectDDevice::DrawIndexedPrimitiveBeginEndSceneDDXGeometricObjectsSampleApplications:Triangle,Cube,Teapot,DDXCreate*SummaryChapterColorColorRepresentationVertexColorsShadingSampleApplication:ColoredTriangleSummaryChapterLightingLightComponentsMaterialsVertexNormalsLightSourcesSampleApplication:LightingAdditionalSamplesSummaryChapterTexturingTextureCoordinatesCreatingandEnablingaTextureFiltersMipmapsMipmapFilterUsingMipmapswithDirectDAddressModesSampleApplication:TexturedQuadSummaryContentsviiChapterBlendingTheBlendingEquationBlendFactorsTransparencyAlphaChannelsSpecifyingtheSourceofAlphaCreatinganAlphaChannelUsingtheDirectXTextureToolSampleApplication:TransparencySummaryChapterStencilingUsingtheStencilBufferRequestingaStencilBufferTheStencilTestControllingtheStencilTestStencilReferenceValueStencilMaskStencilValueComparisonOperationUpdatingtheStencilBufferStencilWriteMaskSampleApplication:MirrorsTheMathematicsofReflectionMirrorImplementationOverviewCodeandExplanationPartIPartIIPartIIIPartIVPartVSampleApplication:PlanarShadowsParallelLightShadowsPointLightShadowsTheShadowMatrixUsingtheStencilBuffertoPreventDoubleBlendingCodeandExplanationSummaryPartIIIAppliedDirectDChapterFontsIDDXFontCreatinganIDDXFontviiiContentsDrawingTextComputingtheFramesRenderedPerSecondCDDFontConstructingaCDDFontDrawingTextCleanupDDXCreateTextSummaryChapterMeshesPartIGeometryInfoSubsetsandtheAttributeBufferDrawingOptimizingTheAttributeTableAdjacencyInfoCloningCreatingaMesh(DDXCreateMeshFVF)SampleApplication:CreatingandRenderingaMeshSummaryChapterMeshesPartIIIDDXBufferXFilesLoadinganXFileXFileMaterialsSampleApplication:XFileGeneratingVertexNormalsProgressiveMeshesGeneratingaProgressiveMeshVertexAttributeWeightsIDDXPMeshMethodsSampleApplication:ProgressiveMeshBoundingVolumesSomeNewSpecialConstantsBoundingVolumeTypesSampleApplication:BoundingVolumesSummaryChapterBuildingaFlexibleCameraClassCameraDesignImplementationDetailsComputingtheViewMatrixPart:TranslationPart:RotationContentsixCombiningBothPartsRotationaboutanArbitraryAxisPitch,Yaw,andRollWalking,Strafing,andFlyingSampleApplication:CameraSummaryChapterBasicTerrainRenderingHeightmapsCreatingaHeightmapLoadingaRAWFileAccessingandModifyingtheHeightmapGeneratingtheTerrainGeometryComputingtheVerticesComputingtheIndicesDefiningtheTrianglesTexturingAProceduralApproachLightingOverviewComputingtheShadeofaQuadShadingtheTerrain“Walking”ontheTerrainSampleApplication:TerrainSomeImprovementsSummaryChapterParticleSystemsParticlesandPointSpritesStructureFormatPointSpriteRenderStatesParticlesandTheirAttributesParticleSystemComponentsDrawingaParticleSystemRandomnessConcreteParticleSystems:Snow,Firework,ParticleGunSampleApplication:SnowSampleApplication:FireworkSampleApplication:ParticleGunSummaryChapterPickingScreentoProjectionWindowTransformComputingthePickingRayTransformingRaysxContentsTEAMFLYTeamFly®RayObjectIntersectionsPickingSampleSummaryPartIVShadersandEffectsChapterIntroductiontotheHighLevelShadingLanguageWritinganHLSLShaderGlobalsInputandOutputStructuresEntryPointFunctionCompilinganHLSLShaderTheConstantTableGettingaHandletoaConstantSettingConstantsSettingtheConstantDefaultValuesCompilinganHLSLShaderVariableTypesScalarTypesVectorTypesMatrixTypesArraysStructuresThetypedefKeywordVariablePrefixesKeywords,Statements,andCastingKeywordsBasicProgramFlow

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