• <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: Remember that data objects are containers for data, and if you're going to the trouble to enumerate data objects, it's a safe bet that you're after the data in each one. Once you've got a valid IDirectXFileData object that points at an enumerated data object, you can retrieve the object's instance name, template GUID, and data using a trio of functions. The first function, IDirectXFileData::GetName, retrieves the name of the data object instance.  閱讀全文
            posted @ 2008-04-17 19:15 lovedday 閱讀(435) | 評論 (0)編輯 收藏
                 摘要: At this point, you have opened your .X file and registered the templates you'll be using (such as the DirectX standard templates). The enumeration object has been created, and you are now ready to pull data from the .X file.

            In its current state, the IDirectXFileEnumObject object you created points to the first data object in the file, which is typically the Header object. All top?level data objects are siblings of the Header object (or the first object in the file). Each data object yo  閱讀全文
            posted @ 2008-04-17 18:44 lovedday 閱讀(684) | 評論 (0)編輯 收藏
                 摘要: Regardless of the version of DirectX you are using (either DirectX 8 or 9), the methods you use to access .X files are the same. In fact, the interfaces have not changed names between the two newest versions of DirectX (8 and 9), making it possible for you to quickly port your version 8 code to the newer version 9 (and vice versa if you want).  閱讀全文
            posted @ 2008-04-17 18:11 lovedday 閱讀(753) | 評論 (0)編輯 收藏
                 摘要: some .X Standard Templates:  閱讀全文
            posted @ 2008-04-16 20:44 lovedday 閱讀(585) | 評論 (0)編輯 收藏
                 摘要: Data referencing has one caveat?the template restrictions set in place must allow you to use a reference. That might not make sense at first, but you can't use a data reference without the proper restrictions. An .X file represents an entire hierarchy of data objects, which can only be siblings or children of other objects. Thus, data objects embedded in other objects need the proper restrictions to be referenced or instanced. For example, consider the following three template declarations:  閱讀全文
            posted @ 2008-04-16 19:56 lovedday 閱讀(428) | 評論 (0)編輯 收藏
                 摘要: Since an .X file's open?ended design is so, well, open?ended, you must predefine each template that you intend to use for DirectX to understand how to access the template's data. Typically templates are defined inside an .X file, although you can define them from within your program (as I mentioned earlier).  閱讀全文
            posted @ 2008-04-16 19:16 lovedday 閱讀(407) | 評論 (0)編輯 收藏
                 摘要: Your 3D meshes need a place to liverather, you need a place to store your 3D mesh data (not to mention all that other data your game project requires). What's a developer to do?develop his own file format or go with a third?party format? With so many popular formats out there, it's an easy choice to make, but what about the restrictions some formats impose? Why can't you just use somebody else's file format and configure it to work the way you want?  閱讀全文
            posted @ 2008-04-16 18:37 lovedday 閱讀(748) | 評論 (1)編輯 收藏
                 摘要: In your game, the paths need not be so straight. You can have your objects move along a nice, curvy path, such as when a character walks around in a circle. Trying to define a smooth circular path using straight lines is nearly impossible, so you must develop a second type of path?one that can handle curves. Not just any type of curve, however. Remember that this is advanced animation?we're going for the big leagues here, and that major hitter you want is a cubic Bezier curve! As Figure 2.3 illu  閱讀全文
            posted @ 2008-04-16 15:31 lovedday 閱讀(410) | 評論 (0)編輯 收藏
                 摘要: Time?based motion doesn't just apply to animation. Movement is also a major part of your game, and basing movement on time guarantees that all systems will run your game consistently, regardless of how fast or how slow they are.

            The most common use for time?based movement is when you want to move an object a set distance over a period of time. For example, suppose a player moves his joystick to the right, so your game responds by moving the on?screen game character to the right a little  閱讀全文
            posted @ 2008-04-16 14:16 lovedday 閱讀(414) | 評論 (0)編輯 收藏
                 摘要: In the olden days, games were made to animate graphics based on every frame processed. To ensure that the animations always ran at the same speed, those games sometimes limited the number of frames per second that could be processed. Of course, those old games were made for computers that couldn't easily process more than 20 to 30 frames per second, so it was safe to assume that limiting the number of frames per second would never surpass that 20 or 30 frames per second mark.  閱讀全文
            posted @ 2008-04-15 16:27 lovedday 閱讀(454) | 評論 (0)編輯 收藏
            僅列出標題
            共136頁: First 14 15 16 17 18 19 20 21 22 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

            久久精品成人| 久久精品国产亚洲AV忘忧草18 | 久久久久久久久久久久久久| 亚洲&#228;v永久无码精品天堂久久 | 成人久久免费网站| 国产一区二区三区久久| 伊人久久大香线蕉精品不卡| 久久丫精品国产亚洲av| 久久九九久精品国产免费直播| 亚洲乱码精品久久久久.. | 亚洲AV日韩精品久久久久久久| 青青青青久久精品国产h| 久久中文字幕人妻丝袜| 亚洲AV伊人久久青青草原| 久久99精品国产自在现线小黄鸭 | 91久久精品无码一区二区毛片| 亚洲精品午夜国产va久久| 1000部精品久久久久久久久| 亚洲午夜久久久久久久久久| 国产精品久久久久一区二区三区| 无遮挡粉嫩小泬久久久久久久| 亚州日韩精品专区久久久| 99久久精品免费看国产一区二区三区 | 久久香蕉一级毛片| 亚洲成色www久久网站夜月 | 狠狠干狠狠久久| 99久久无色码中文字幕| 人妻精品久久久久中文字幕一冢本| 久久亚洲av无码精品浪潮| 国产激情久久久久影院老熟女| 久久美女人爽女人爽| 99re久久精品国产首页2020| 99久久精品无码一区二区毛片| 欧美一区二区三区久久综合| 久久久久人妻精品一区三寸蜜桃| 久久高清一级毛片| 久久99亚洲综合精品首页| 久久黄视频| 亚洲天堂久久久| 亚洲乱码精品久久久久..| 亚洲AV无码1区2区久久|