• <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>

            天行健 君子當自強而不息

                 摘要: If you have explored the DirectX SDK samples, you might have come across a little demo called SkinnedMesh, which shows you how to use a pre?calculated key?frame animation stored in an .X file to animate an on?screen character. The problem is, that sample's code is so convoluted and hard to understand that it'll make your head spin. With no real documentation of how to use .X file animation data, the skinned mesh animation sample remains full of mystery.  閱讀全文
            posted @ 2008-04-24 18:13 lovedday 閱讀(567) | 評論 (0)編輯 收藏
                 摘要: Skeletal animation?two words that bring to mind thoughts of B?rate horror movies in which the dead have risen from the grave to stalk the living. However, those two words mean something entirely different to programmers. If you're like me, this topic gives you more tingles down your spine than any cheesy horror movie ever could.   閱讀全文
            posted @ 2008-04-23 20:26 lovedday 閱讀(458) | 評論 (0)編輯 收藏
                 摘要: As shown in Figure 4.5, the SkeletalAnim mesh demonstrates what you learned in this chapter by loading a skinned mesh (the Tiny.x mesh provided in the DirectX SDK samples) and rendering it to the display.  閱讀全文
            posted @ 2008-04-23 20:24 lovedday 閱讀(653) | 評論 (0)編輯 收藏
                 摘要: When your skeletal structure is in the pose you desire, it's time to update (or rebuild) the skinned mesh to match. Before you rebuild the skinned mesh, you must make sure you have constructed the secondary mesh container and updated the frame hierarchy. To review how to construct the mesh container, consult the "Creating a Secondary Mesh Container" section earlier in this chapter. To refresh your memory about how to update the frame hierarchy, review the "Updating the Hierarchy" section earlier  閱讀全文
            posted @ 2008-04-23 20:06 lovedday 閱讀(457) | 評論 (0)編輯 收藏
                 摘要: If you peruse an .X file, you might notice some similarities between the Frame data objects and the SkinWeights objects. For every bone in your skeletal structure, there is a matching SkinWeights object embedded inside a Mesh object that contains the name of a Frame object (or a reference to a Frame object). That's right?each bone is named after its corresponding Frame data object!  閱讀全文
            posted @ 2008-04-23 19:39 lovedday 閱讀(261) | 評論 (0)編輯 收藏
                 摘要: Loading a skinned mesh from an .X file is much like loading a standard mesh. Using a custom .X parser, you must enumerate your .X file objects using ParseObject. When it comes to processing a Mesh object, instead of calling the D3DXLoadMeshFromXof function to load the mesh data, you call the D3DXLoadSkinMeshFromXof function, which takes one additional parameter?a pointer to an ID3DXSkinInfo object. Check out the D3DXLoadSkinMeshFromXof prototype to see what I mean.  閱讀全文
            posted @ 2008-04-23 19:17 lovedday 閱讀(632) | 評論 (0)編輯 收藏
                 摘要: In the first half of this chapter, you learned how to manipulate a hierarchy of bones that forms the basis of skeletal animation. That's all fine and dandy, but playing with imaginary bones isn't going to cut the mustard. Your game's players need to see all your hard work in the form of rendered meshes, which is where skinned meshes come in.  閱讀全文
            posted @ 2008-04-23 18:42 lovedday 閱讀(459) | 評論 (0)編輯 收藏
                 摘要: After you have loaded the bone hierarchy, you can manipulate it. To modify the orientation of a bone, you first need to locate its respective frame structure by creating a function that recursively searches the frames for a specific bone name. Once it is found, a pointer to the frame is provided so you can directly access the frame's transformation matrix. The recursive search function might look something like this:  閱讀全文
            posted @ 2008-04-23 18:06 lovedday 閱讀(426) | 評論 (0)編輯 收藏
                 摘要: Not to beat a dead horse (why would I do a horrible thing like that?), but I want to quickly review how to load a frame hierarchy from an .X file.

            For your frame hierarchy you should use the D3DXFRAME structure (or the D3DXFRAME_EX structure). As I mentioned earlier in this chapter, the D3DXFRAME structure (or the derived D3DXFRAME_EX structure) contains two pointers that you use to create the frame hierarchy?pFrameSibling and pFrameFirstChild. Your job is to link each frame you load fr  閱讀全文
            posted @ 2008-04-23 17:36 lovedday 閱讀(320) | 評論 (0)編輯 收藏
                 摘要: Skeletal animation?two words that bring to mind thoughts of B?rate horror movies in which the dead have risen from the grave to stalk the living. However, those two words mean something entirely different to programmers. If you're like me, this topic gives you more tingles down your spine than any cheesy horror movie ever could.  閱讀全文
            posted @ 2008-04-23 16:52 lovedday 閱讀(678) | 評論 (1)編輯 收藏
            僅列出標題
            共136頁: First 12 13 14 15 16 17 18 19 20 Last 

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            亚洲午夜久久久精品影院 | 久久永久免费人妻精品下载| 亚洲性久久久影院| 久久婷婷国产综合精品| 日本精品久久久中文字幕| 久久综合五月丁香久久激情| 一本一本久久a久久综合精品蜜桃| 亚洲国产精品无码成人片久久| 国产精品久久国产精麻豆99网站 | 少妇久久久久久久久久| 91精品国产高清久久久久久国产嫩草| 久久精品国产亚洲av瑜伽| 国产成人久久精品一区二区三区 | 91久久婷婷国产综合精品青草 | 成人国内精品久久久久影院| 国产农村妇女毛片精品久久| 欧洲精品久久久av无码电影| 久久国产福利免费| 久久精品国产99国产精品澳门| 中文精品99久久国产 | 亚洲国产精品久久久久婷婷软件| 伊人精品久久久久7777| 99久久国产综合精品五月天喷水| 午夜精品久久久久久久| 色婷婷综合久久久久中文字幕| 99精品国产在热久久无毒不卡| 欧美黑人激情性久久| 国产免费久久精品丫丫| 日本久久久精品中文字幕| 99久久人妻无码精品系列蜜桃| 人人妻久久人人澡人人爽人人精品 | 狠狠人妻久久久久久综合蜜桃 | 亚洲乱码精品久久久久..| 久久性生大片免费观看性| 久久福利片| 久久免费视频1| 亚洲国产综合久久天堂| 中文字幕无码久久人妻| 色综合久久久久综合99| 久久无码AV一区二区三区| 2021国产精品久久精品|