青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

天行健 君子當(dāng)自強(qiáng)而不息

高級(jí)紋理映射技術(shù)(6)

對(duì)一些特殊的應(yīng)用需要對(duì)紋理坐標(biāo)進(jìn)行處理,主要包括紋理坐標(biāo)自動(dòng)生成和紋理坐標(biāo)變換。下圖顯示了紋理坐標(biāo)的來(lái)源、處理過(guò)程以及到達(dá)光柵處理器的過(guò)程。

 

紋理坐標(biāo)自動(dòng)生成

在Direct3D程序中,不僅可以在模型載入階段或渲染階段指定物體的紋理坐標(biāo),還可以通過(guò)Direct3D渲染引擎自動(dòng)生成紋理坐標(biāo),用于諸如環(huán)境映射等特殊的視覺效果。與手動(dòng)設(shè)置紋理坐標(biāo)相比,紋理坐標(biāo)自動(dòng)生成在Direct3D坐標(biāo) 變換和光照流水線中完成,執(zhí)行速度更快。

Direct3D系統(tǒng)可以使用經(jīng)過(guò)變換的攝像機(jī)空間頂點(diǎn)位置坐標(biāo)、法線信息來(lái)生成紋理坐標(biāo)。如果使用紋理坐標(biāo)自動(dòng)生成,那么在頂點(diǎn)中就可以不用包含紋理坐標(biāo)數(shù)據(jù),從而可以降低圖形渲染時(shí)的數(shù)據(jù)傳輸量。紋理坐標(biāo)自動(dòng)生成主要用于產(chǎn)生一些特殊效果,在大多數(shù)情況下還是手工為每個(gè)頂點(diǎn)指定紋理坐標(biāo)。

通過(guò)調(diào)用SetTextureStageState()并將第二個(gè)參數(shù)設(shè)置為D3DTSS_TEXCOORDINDEX來(lái)控制Direct3D系統(tǒng)如何自動(dòng)生成紋理坐標(biāo)。

D3DTSS_TEXCOORDINDEX
Index of the texture coordinate set to use with this texture stage. You can specify up to eight sets of texture coordinates per vertex. If a vertex does not include a set of texture coordinates at the specified index, the system defaults to the u and v coordinates (0,0).

When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value. The default index for each stage is equal to the stage index. Set this state to the zero-based index of the coordinate set for each vertex that this texture stage uses.

Additionally, applications can include, as logical OR with the index being set, one of the constants to request that Direct3D automatically generate the input texture coordinates for a texture transformation. For a list of all the constants, see D3DTSS_TCI.

With the exception of D3DTSS_TCI_PASSTHRU, which resolves to zero, if any of the following values is included with the index being set, the system uses the index strictly to determine texture wrapping mode. These flags are most useful when performing environment mapping.

其中第三個(gè)參數(shù)可以設(shè)為下列列表中的成員:

D3DTSS_TCI

Driver texture coordinate capability flags.

#define Value Description
D3DTSS_TCI_PASSTHRU 0x00000000L Use the specified texture coordinates contained within the vertex format. This value resolves to zero.
D3DTSS_TCI_CAMERASPACENORMAL 0x00010000L Use the vertex normal, transformed to camera space, as the input texture coordinates for this stage's texture transformation.
D3DTSS_TCI_CAMERASPACEPOSITION 0x00020000L Use the vertex position, transformed to camera space, as the input texture coordinates for this stage's texture transformation.
D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR 0x00030000L Use the reflection vector, transformed to camera space, as the input texture coordinate for this stage's texture transformation. The reflection vector is computed from the input vertex position and normal vector.
D3DTSS_TCI_SPHEREMAP 0x00040000L Use the specified texture coordinates for sphere mapping.

These constants are used by D3DTSS_TEXCOORDINDEX.

D3DTSS_TEXCOORDINDEX用于指定特定紋理層使用頂點(diǎn)中的第幾組紋理坐標(biāo),但如果指定了上表中的成員值,Direct3D將忽略頂點(diǎn)中的紋理坐標(biāo),轉(zhuǎn)而使用自動(dòng)生成的紋理坐標(biāo)。

D3DTSS_TEXTURETRANSFORMFLAGS用來(lái)控制生成的紋理坐標(biāo)的輸出,在大多數(shù)情況下紋理坐標(biāo)是二維的,即將D3DTSS_TEXTURETRANSFORMFLAGS設(shè)置為D3DTTFF_COUNT2。但當(dāng)繪制線段或三維紋理時(shí),紋理坐標(biāo)可能是一維或三維的。

D3DTSS_TEXTURETRANSFORMFLAGS
Member of the D3DTEXTURETRANSFORMFLAGS enumerated type that controls the transformation of texture coordinates for this texture stage. The default value is D3DTTFF_DISABLE.

輸出的紋理坐標(biāo)維數(shù)由枚舉類型D3DTSS_TEXTURETRANSFORMFLAGS指定,其定義如下:

Defines texture coordinate transformation values.

typedef enum D3DTEXTURETRANSFORMFLAGS
{
D3DTTFF_DISABLE = 0,
D3DTTFF_COUNT1 = 1,
D3DTTFF_COUNT2 = 2,
D3DTTFF_COUNT3 = 3,
D3DTTFF_COUNT4 = 4,
D3DTTFF_PROJECTED = 256,
D3DTTFF_FORCE_DWORD = 0x7fffffff,
} D3DTEXTURETRANSFORMFLAGS, *LPD3DTEXTURETRANSFORMFLAGS;

Constants

D3DTTFF_DISABLE
Texture coordinates are passed directly to the rasterizer.
D3DTTFF_COUNT1
The rasterizer should expect 1D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_COUNT2
The rasterizer should expect 2D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_COUNT3
The rasterizer should expect 3D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_COUNT4
The rasterizer should expect 4D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_PROJECTED
This flag is honored by the fixed function pixel pipeline, as well as the programmable pixel pipeline in versions ps_1_1 to ps_1_3. When texture projection is enabled for a texture stage, all four floating point values must be written to the corresponding texture register. Each texture coordinate is divided by the last element before being passed to the rasterizer. For example, if this flag is specified with the D3DTTFF_COUNT3 flag, the first and second texture coordinates are divided by the third coordinate before being passed to the rasterizer.
D3DTTFF_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

Remarks

Texture coordinates can be transformed using a 4 x 4 matrix before the results are passed to the rasterizer. The texture coordinate transforms are set by calling IDirect3DDevice9::SetTextureStageState, and by passing in the D3DTSS_TEXTURETRANSFORMFLAGS texture stage state and one of the values from D3DTEXTURETRANSFORMFLAGS. For more information about texture transforms, see Texture Coordinate Transformations (Direct3D 9).

首先,我們定義頂點(diǎn)結(jié)構(gòu)和格式:

struct sCustomVertex
{
float x, y, z;
};
#define D3DFVF_CUSTOM_VERTEX	D3DFVF_XYZ

接著生成頂點(diǎn)數(shù)據(jù),頂點(diǎn)數(shù)據(jù)中沒有包含紋理坐標(biāo):

// create vertex buffer and fill data
sCustomVertex vertices[] = 	
{
{ -1.0f, -1.0f, 0.0f},
{ -1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f}
};
pd3dDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, &g_vertex_buffer, NULL);
void* ptr;
g_vertex_buffer->Lock(0, sizeof(vertices), (void**)&ptr, 0);
memcpy(ptr, vertices, sizeof(vertices));
g_vertex_buffer->Unlock();

然后讓Direct3D自動(dòng)生成紋理坐標(biāo):

// create texture coordinate using vertex position in camera space
pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
pd3dDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);

運(yùn)行效果:

若設(shè)置D3DTSS_TEXCOORDINDEX為以下D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR,則效果為:

若設(shè)置D3DTSS_TEXCOORDINDEX為以下D3DTSS_TCI_SPHEREMAP,則效果為:

 

主程序:

#include "dxstdafx.h"
#include 
"resource.h"

#pragma warning(disable : 
4127 4995 4996)

#define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

#define IDC_TOGGLE_FULLSCREEN        1
#define IDC_TOGGLE_REF                2
#define IDC_CHANGE_DEVICE            3

struct sCustomVertex
{
    
float x, y, z;
};

#define D3DFVF_CUSTOM_VERTEX    D3DFVF_XYZ

const D3DXCOLOR FONT_COLOR(0.55f0.85f0.65f1.0f);

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;

IDirect3DVertexBuffer9
*        g_vertex_buffer;
IDirect3DTexture9
*            g_texture;

ID3DXFont
*        g_font;
ID3DXSprite
*    g_text_sprite;
bool            g_show_help;

//--------------------------------------------------------------------------------------
// Rejects any devices that aren't acceptable by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool bWindowed, void* pUserContext )
{
    
// Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
* pD3D = DXUTGetD3DObject(); 

    
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return false;

    
return true;
}


//--------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed.
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
{
    
// If video card does not support hardware vertex processing, then uses sofaware vertex processing.
    if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
        pDeviceSettings
->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
static bool is_first_time = true;

    
if(is_first_time)
    {
        is_first_time 
= false;

        
// if using reference device, then pop a warning message box.
        if(pDeviceSettings->DeviceType == D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return true;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_MANAGED resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                 
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                 
void* pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 
180, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
| FF_DONTCARE, L"Arial"&g_font);

    V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L
"texture.jpg",    &g_texture));
    
    
// create vertex buffer and fill data

    sCustomVertex vertices[] 
=     
    {
        { 
-1.0f-1.0f,  0.0f},
        { 
-1.0f,  1.0f,  0.0f},
        {  
1.0f-1.0f,  0.0f},
        {  
1.0f,  1.0f,  0.0f}
    };

    pd3dDevice
->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, &g_vertex_buffer, NULL);

    
void* ptr;
    g_vertex_buffer
->Lock(0sizeof(vertices), (void**)&ptr, 0);
    memcpy(ptr, vertices, 
sizeof(vertices));
    g_vertex_buffer
->Unlock();

    
return S_OK;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_DEFAULT resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                
void* pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font
->OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, 
&g_text_sprite));

    
// set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc
->Width - 1700);
    g_button_dlg.SetSize(
170170);

    
// setup world matrix
    D3DXMATRIX mat_world;
    D3DXMatrixIdentity(
&mat_world);
    pd3dDevice
->SetTransform(D3DTS_WORLD, &mat_world);

    
// setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f0.0f-3.0f);
    D3DXVECTOR3  at(
0.0f0.0f,  0.0f);
    D3DXVECTOR3  up(
0.0f1.0f,  0.0f);

    D3DXMatrixLookAtLH(
&mat_view, &eye, &at, &up);
    pd3dDevice
->SetTransform(D3DTS_VIEW, &mat_view);

    
// set projection matrix
    D3DXMATRIX mat_proj;
    
float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH(
&mat_proj, D3DX_PI/4, aspect, 1.0f100.0f);
    pd3dDevice
->SetTransform(D3DTS_PROJECTION, &mat_proj);

    pd3dDevice
->SetRenderState(D3DRS_LIGHTING, FALSE);

    
// set texture color blend method, disalbe alpha blend.

    pd3dDevice
->SetTexture(0, g_texture);    
    pd3dDevice
->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);    
    pd3dDevice
->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_SELECTARG1);    
    pd3dDevice
->SetTextureStageState(0, D3DTSS_ALPHAOP,            D3DTOP_DISABLE);

    
// create texture coordinate using vertex position in camera space 
    pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_CAMERASPACEPOSITION);
    
//pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
    
//pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_SPHEREMAP);    
    pd3dDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS,    D3DTTFF_COUNT2);

    
return S_OK;
}

//--------------------------------------------------------------------------------------
// Release resources created in the OnResetDevice callback here 
//--------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font
->OnLostDevice();

    release_com(g_text_sprite);
}


//--------------------------------------------------------------------------------------
// Release resources created in the OnCreateDevice callback here
//--------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();    

    release_com(g_font);
    release_com(g_vertex_buffer);
    release_com(g_texture);
}

//--------------------------------------------------------------------------------------
// Handle updates to the scene
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
}

//--------------------------------------------------------------------------------------
// Render the helper information
//--------------------------------------------------------------------------------------
void RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20);
    
    text_helper.Begin();

    
// show frame and device states
    text_helper.SetInsertionPos(55);
    text_helper.SetForegroundColor(FONT_COLOR);
    text_helper.DrawTextLine( DXUTGetFrameStats(
true) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
// show other simple information
    text_helper.SetForegroundColor( D3DXCOLOR(1.0f1.0f1.0f1.0f) );
    text_helper.DrawTextLine(L
"Texture Coordinate Automatic Generate");

    
// show helper information
    
    
const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

    
if(g_show_help)
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 18 * 5);
        text_helper.SetForegroundColor(FONT_COLOR);
        text_helper.DrawTextLine(L
"Controls (F1 to hide):");
        
        text_helper.SetInsertionPos(
40, surface_desc->Height - 18 * 4);
        text_helper.DrawTextLine(L
"Quit: ESC");
    }
    
else
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 15 * 4);
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f1.0f1.0f1.0f) );
        text_helper.DrawTextLine(L
"Press F1 for help");
    }

    text_helper.End();
}

//--------------------------------------------------------------------------------------
// Render the scene 
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
        
return;
    }

    
// Clear the render target and the zbuffer 
    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0000), 1.0f0) );

    
// Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        pd3dDevice
->SetStreamSource(0, g_vertex_buffer, 0sizeof(sCustomVertex));
        pd3dDevice
->SetFVF(D3DFVF_CUSTOM_VERTEX);
        pd3dDevice
->DrawPrimitive(D3DPT_TRIANGLESTRIP, 02);

        RenderText();

        V(g_button_dlg.OnRender(fElapsedTime));

        V( pd3dDevice
->EndScene() );
    }
}


//--------------------------------------------------------------------------------------
// Handle messages to the application 
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool* pbNoFurtherProcessing, void* pUserContext )
{
    
*pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        
return 0;
    }

    
*pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
return 0;
}


//--------------------------------------------------------------------------------------
// Handle keybaord event
//--------------------------------------------------------------------------------------
void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void* user_context)
{
    
if(is_key_down)
    {
        
switch(charater)
        {
        
case VK_F1:
            g_show_help 
= !g_show_help;
            
break;
        }
    }
}

//--------------------------------------------------------------------------------------
// Handle events for controls
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT eventint control_id, CDXUTControl* control, void* user_context)
{
    
switch(control_id)
    {
    
case IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
        
break;

    
case IDC_TOGGLE_REF:
        DXUTToggleREF();
        
break;

    
case IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true);
        
break;
    }
}

//--------------------------------------------------------------------------------------
// Initialize dialogs
//--------------------------------------------------------------------------------------
void InitDialogs()
{
    g_settings_dlg.Init(
&g_dlg_resource_manager);
    g_button_dlg.Init(
&g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    
int x = 35, y = 10, width = 125, height = 22;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
"Toggle full screen", x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L
"Toggle REF (F3)",     x, y += 24, width, height);
    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L
"Change device (F2)", x, y += 24, width, height, VK_F2);    
}

//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
    
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
| _CRTDBG_LEAK_CHECK_DF );
#endif

    
// Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
// TODO: Perform any application-level initialization here
    InitDialogs();

    
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit( truetruetrue ); // Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings( truetrue ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"Texture Color And Alpha Blend" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480, IsDeviceAcceptable, ModifyDeviceSettings );

    
// Start the render loop
    DXUTMainLoop();

    
// TODO: Perform any application-level cleanup here

    
return DXUTGetExitCode();
}

 

下載示例工程


posted on 2008-05-20 18:47 lovedday 閱讀(3680) 評(píng)論(1)  編輯 收藏 引用

評(píng)論

# re: 高級(jí)紋理映射技術(shù)(6) 2011-07-20 10:49 王聰

D3DTSS_TCI 中的tci可以理解 成texturecoord constant index嗎?  回復(fù)  更多評(píng)論   


只有注冊(cè)用戶登錄后才能發(fā)表評(píng)論。
網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問(wèn)   Chat2DB   管理


公告

導(dǎo)航

統(tǒng)計(jì)

常用鏈接

隨筆分類(178)

3D游戲編程相關(guān)鏈接

搜索

最新評(píng)論

青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            欧美影院久久久| 国产性猛交xxxx免费看久久| 亚洲免费成人| 亚洲国产第一| 久久久www免费人成黑人精品 | 亚洲日本黄色| 亚洲人成亚洲人成在线观看图片 | 欧美日韩国产综合视频在线观看中文 | 欧美精品在欧美一区二区少妇| 免费在线日韩av| 欧美三级视频| 国产亚洲欧美另类中文| 曰本成人黄色| 宅男噜噜噜66一区二区66| 午夜亚洲伦理| 欧美高清在线一区| 日韩亚洲一区二区| 久久经典综合| 欧美日韩一二三四五区| 国产日韩在线一区二区三区| 亚洲人成高清| 久久久久国内| 日韩午夜激情电影| 久久久久久伊人| 国产精品mv在线观看| 亚洲第一页在线| 香蕉免费一区二区三区在线观看| 久久人人爽爽爽人久久久| 亚洲三级观看| 久久国产综合精品| 欧美天天视频| 91久久精品国产| 久久久.com| 亚洲天堂网在线观看| 久久久久欧美精品| 国产精自产拍久久久久久| 日韩午夜三级在线| 美女久久一区| 欧美一区国产二区| 国产九色精品成人porny| 99热这里只有精品8| 美女国产一区| 久久精品日产第一区二区| 国产精品激情偷乱一区二区∴| 91久久精品视频| 免费观看30秒视频久久| 午夜久久电影网| 国产精品成人免费视频| 亚洲日本在线观看| 欧美va天堂| 久久亚洲高清| 在线观看免费视频综合| 欧美一区深夜视频| 亚洲男人第一网站| 国产精品黄色在线观看| 亚洲一区欧美| 亚洲视频高清| 国产精品综合色区在线观看| 欧美一区三区二区在线观看| 亚洲欧美激情在线视频| 国产九九精品| 老**午夜毛片一区二区三区| 久久精品国产清自在天天线 | 亚洲精品欧美在线| 亚洲电影av在线| 你懂的国产精品| 亚洲伦伦在线| 一本色道婷婷久久欧美| 欧美午夜一区二区| 亚洲欧美成人| 亚洲一二三级电影| 国产美女高潮久久白浆| 久久国产精品一区二区三区| 久久国产夜色精品鲁鲁99| 黄色资源网久久资源365| 久久久噜噜噜久久中文字免| 久久9热精品视频| 国产亚洲精品7777| 麻豆精品在线播放| 欧美精品色一区二区三区| 亚洲午夜黄色| 欧美一级久久久| 亚洲欧洲一区二区三区| 99精品热6080yy久久| 国产精品视频一二| 老司机精品导航| 欧美日韩大陆在线| 欧美一级久久久| 久久网站免费| 亚洲欧美日韩国产| 久久九九全国免费精品观看| 亚洲国产日韩欧美在线图片 | 欧美一区二区三区视频免费| 久久久久国产成人精品亚洲午夜| 亚洲国产视频直播| 亚洲视频免费看| 红桃av永久久久| 亚洲欧洲综合另类| 国产伦精品一区二区| 亚洲高清一区二| 国产拍揄自揄精品视频麻豆| 欧美激情一区二区| 国产欧美一区二区三区另类精品| 欧美国产日韩免费| 国产精品草草| 亚洲电影免费在线| 国产一区在线播放| 夜夜夜久久久| 亚洲精品综合| 狂野欧美性猛交xxxx巴西| 午夜在线成人av| 欧美精品在线一区| 欧美成人视屏| 韩国精品主播一区二区在线观看| 亚洲三级影片| 亚洲激精日韩激精欧美精品| 香蕉久久夜色| 亚洲欧美日韩精品久久亚洲区| 麻豆成人91精品二区三区| 欧美在线你懂的| 国产精品久久波多野结衣| 亚洲激情在线观看视频免费| 一区在线免费观看| 久久aⅴ国产欧美74aaa| 欧美一区二区三区在| 欧美日韩视频一区二区| 欧美激情亚洲国产| 91久久久在线| 久热re这里精品视频在线6| 久久国产精品久久久| 国产精品婷婷| 亚洲欧美综合国产精品一区| 午夜免费日韩视频| 国产精品视频一二三| 亚洲深夜福利| 亚洲欧美日韩区| 国产精品久久久一区麻豆最新章节| 亚洲全部视频| 日韩午夜在线播放| 欧美日韩一区二区三区在线看| 亚洲日本va午夜在线影院| 亚洲三级电影全部在线观看高清| 美女视频一区免费观看| 欧美电影免费观看高清完整版| 精品粉嫩aⅴ一区二区三区四区| 久久精品亚洲乱码伦伦中文| 狂野欧美激情性xxxx| 亚洲激情在线观看视频免费| 欧美二区在线播放| 一区二区日本视频| 欧美亚洲一区二区三区| 国产专区精品视频| 老鸭窝毛片一区二区三区| 亚洲激情偷拍| 欧美一区二区免费视频| 狠狠狠色丁香婷婷综合激情| 毛片一区二区三区| 亚洲美女精品成人在线视频| 香蕉久久夜色| 在线日本高清免费不卡| 欧美激情亚洲另类| 亚洲视频在线观看三级| 久久精品色图| 亚洲最黄网站| 国产麻豆综合| 久久久久久久精| 日韩一级精品视频在线观看| 午夜精品美女久久久久av福利| 狠狠色丁香婷婷综合| 欧美高清视频一二三区| 亚洲一区二区三区午夜| 欧美成人有码| 亚洲欧美影音先锋| 亚洲激情电影中文字幕| 国产精品青草久久久久福利99| 久久久久久久综合狠狠综合| 日韩视频中文| 久久婷婷蜜乳一本欲蜜臀| 1000部精品久久久久久久久| 国产精品av免费在线观看| 免费成人你懂的| 香蕉久久久久久久av网站 | 亚洲欧美日韩一区二区三区在线观看| 久久黄色网页| 亚洲图片你懂的| 91久久综合亚洲鲁鲁五月天| 国产精品视频一区二区三区| 欧美成熟视频| 久久久精品国产免费观看同学| 正在播放亚洲| 亚洲日本理论电影| 欧美a级理论片| 亚洲欧美精品一区| 亚洲精品久久| 亚洲高清免费视频| 国产三级精品三级| 国产精品蜜臀在线观看| 欧美日韩国产首页| 欧美成人在线免费视频| 久久亚洲精品网站|