• <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(dāng)自強而不息

                 摘要: Games are packed with movement. Characters running here, bullets flying there?basically there's a slew of objects moving about your game world. The smooth motion of these objects is a very important aspect that can't be overlooked. Have you ever thought about the use of movement and animation based on time? Using time?based motion is hot, and to keep up with the rest of the world you must fully understand how it can help your game project. In fact, you need to understand not only using time?base  閱讀全文
            posted @ 2008-04-15 15:50 lovedday 閱讀(355) | 評論 (0)編輯 收藏
                 摘要: The D3DXFRAME object helps form a hierarchy of reference frames. These reference frames are used to connect a series of meshes together, with each frame having its own transformation to apply to the mesh connected to it. In this way of using frames to point to meshes, you can minimize the number of meshes used because you can reference meshes instead of having to reload them.   閱讀全文
            posted @ 2008-04-15 13:28 lovedday 閱讀(561) | 評論 (0)編輯 收藏
                 摘要: The remaining two draw_meshes functions duplicate the exact features of the first two, except that all meshes in the linked list of mesh objects are rendered.  閱讀全文
            posted @ 2008-04-15 13:26 lovedday 閱讀(270) | 評論 (0)編輯 收藏
                 摘要: As for the second draw_mesh function, it skips using the DrawSubset function and uses its own function to render subsets of polygon faces, using the vertex shader and vertex declaration you specify. This second function is extremely useful if you are using vertex shaders to render your meshes.  閱讀全文
            posted @ 2008-04-15 13:06 lovedday 閱讀(459) | 評論 (0)編輯 收藏
                 摘要: Now that you have your meshes loaded and you've updated those skinned meshes that needed updating, it is time to throw some pixels at the display and show off those meshes! In total, I have created four mesh?rendering functions to help you in your projects.  閱讀全文
            posted @ 2008-04-15 11:16 lovedday 閱讀(318) | 評論 (0)編輯 收藏
                 摘要: A skinned mesh works like this: Each vertex is attached to an imaginary bone (which is specified by a frame object). As these frames move, so do the vertices attached to them. To update the coordinates of the vertices as the bones move, you need to call a special function that takes the source vertex data, transforms it according to the bones' transformations, and stores the results in a second mesh object. This special function is called ID3DXSkinInfo::UpdateSkinnedMesh.  閱讀全文
            posted @ 2008-04-15 10:22 lovedday 閱讀(312) | 評論 (0)編輯 收藏
                 摘要: The second load_mesh function is much like the first, except that instead of loading an entire .X file into one D3DXMESHCONTAINER_EX object, you are able to load a single mesh object (using the D3DXLoadSkinMeshFromXof function) as pointed to by a ID3DXFileData object (used while parsing an .X file).   閱讀全文
            posted @ 2008-04-14 17:11 lovedday 閱讀(301) | 評論 (0)編輯 收藏
                 摘要: The first of the mesh?related helper functions is load_mesh. Actually there are three versions of the load_mesh function. The first version is used to load a mesh from an .X file using the D3DXLoadMeshFromX function. That means all meshes contained within the .X file are compressed into a single mesh object, which is subsequently stored in a D3DXMESHCONTAINER_EX object.  閱讀全文
            posted @ 2008-04-14 15:52 lovedday 閱讀(353) | 評論 (0)編輯 收藏
                 摘要: Moving on in the list of helper functions, you'll find load_vertex_shader. You'll use this function to help you load your vertex shaders, as well as prepare your vertex shader declarations.

            The actual code to the load_vertex_shader function is short, so instead of breaking it up to explain it, I'll give it to you all at once.  閱讀全文
            posted @ 2008-04-14 13:39 lovedday 閱讀(1380) | 評論 (0)編輯 收藏
                 摘要: Next in line for the helper functions is init_d3d, which you use to initialize Direct3D and create a 3D device and display window. I tried to keep the code as simple as possible, performing the typical initialization code you would use in any Direct3D application.  閱讀全文
            posted @ 2008-04-14 12:33 lovedday 閱讀(348) | 評論 (0)編輯 收藏
            僅列出標(biāo)題
            共136頁: First 15 16 17 18 19 20 21 22 23 Last 

            公告

            導(dǎo)航

            統(tǒng)計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            免费一级欧美大片久久网| 久久伊人亚洲AV无码网站| 久久亚洲sm情趣捆绑调教| 理论片午午伦夜理片久久 | 久久久99精品成人片中文字幕| 99精品久久久久久久婷婷| 久久国产高清一区二区三区| 午夜视频久久久久一区 | 无码八A片人妻少妇久久| 亚洲va久久久噜噜噜久久狠狠 | 亚洲一区中文字幕久久| 亚洲国产高清精品线久久 | 精品久久久久成人码免费动漫| 精品久久久久久无码专区| 国产精品久久久天天影视香蕉| 一级a性色生活片久久无| 亚洲国产二区三区久久| 中文无码久久精品| 亚洲国产成人久久笫一页| 久久精品嫩草影院| 午夜精品久久久久久中宇| 欧洲国产伦久久久久久久| 国产精品禁18久久久夂久| 欧美日韩精品久久久免费观看| 国内精品欧美久久精品| 国产99久久精品一区二区| 性色欲网站人妻丰满中文久久不卡| 日产久久强奸免费的看| 93精91精品国产综合久久香蕉| 久久午夜伦鲁片免费无码| 亚洲AV无码一区东京热久久| 久久久精品国产Sm最大网站| 久久线看观看精品香蕉国产| 97精品伊人久久大香线蕉app| 亚洲愉拍99热成人精品热久久| 久久久久久曰本AV免费免费| 日韩欧美亚洲综合久久| 波多野结衣久久精品| 久久精品国产色蜜蜜麻豆| 久久精品卫校国产小美女| 国内高清久久久久久|