direct3d

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Unity CG Vertex and fragment shaders (i)

compiles all renderers#pragma exclude_renderers space separated names shader does not compile by default shader compiles all renderers#pragma multi_compile names--------------------------------for multiple materialsEach fragment must contain at least one vertex program and one fragment program. So # pragma vertices and # pragma fragment directives are required.Shader Targetby default, Unity compiles shaders into approximately equal to 2.0 material models #pragma target 2.0 (default)---- Shadin

SDL2 source code analysis 6: Copy to Renderer (SDL_RenderCopy (), sdl2sdl_rendercopy

. 1. The RenderCopy () function in the Direct3DDirect3D Renderer is D3D_RenderCopy (). Its source code is as follows (in render \ direct3d \ SDL_render_d3d.c ). static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect){ D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; D3D_TextureData *texturedata; LPDIRECT3DPIXELSHADER9 shader = NULL; float

New features provided by Windows Mobile 5.0 for developers (1)

integrated camera API enables developers to embed camera, image, and video functions directly into applications. • Windows Media Player mobile enables developers to integrate Media Player functions into their applications, including library management and playback. • Direct3d enables developers to provide a wide array of 3D game environments. • DirectDraw provides developers with greater control and fle

Directx9 3D Quick Start (1)

Due to project requirements, I had to get involved in 3D programming that I had never been in touch with before. I chose DX9, which is also required by the project. Since it is required to get started quickly, therefore, we 'd better choose rad's development tools. Obviously, using MS is more secure. I am afraid of trouble, and I am most afraid of some inexplicable errors, so here C # is a better choice. Of course, if you use VB, it is also good. Anyway, these two are similar. I personally prefe

Dxut Programming Guide (5): using the main loop through dxut

function, but this is not recommended. Event handlingThe framework uses the callback function to allow corresponding events of the application. The application simply registers a function pointer with the framework. when an event occurs, the Framework calls these functions. The framework does not require all callback functions to be registered, so the application only needs to register the required callback functions freely.For DirectX rjl 2005 SDK update, the callback function transmits a void

OpenGL: You don't know the coordinate system of the left-handedness

Left- handedness coordinate As is known to all, OpenGL uses a right-handed coordinate system, while Direct3D uses a left-handed coordinate system.Other than the orientation of the z axis above, there are other differences in the left-hand coordinate system:forward direction of rotation: In the left-hand system with left-hand rule discriminant, the positive direction is clockwise direction. In the right-hand system, the right-hand rule is used to deter

DirectX 9.0c Game Development Journal of RPG programming self-learning Diary of the Ten--drawing with DirectX Graphics (drawing with DirectX graphic) (4th) (C)

. Beginning and ending a scene ( start and end scenes )13. Rendering Polygons ( render polygon )14. presenting the scene ( show scenes )This issue will be materials and colors the final presenting the Scene.Original translation:=============================================================================== 2.4.10 materials and Colors ( material and color ) You've seen how to declare colors in vertex information, but when it comes to polygons, they also have specific color properties assigned to

New features of DXGI 1.4

In fact, to write this article, DXGI has 1.5 version, but a lot of friends are actually still using 1.2 or even 1.1, so now talk about 1.4 is not at all, and 1.4 is a very important update, it is worth a careful talk. In order to support Direct3D (Dxgi is still in the 1.4 version, Direct3D also named Direct3D 12, now Unified renamed DirectX), Dxgi added these new

Techniques related to texture ing in DirectX

image is clamped out of the range.------------------------------------- 4. In simple terms, texture Wrapping is the basic way to change the Direct3D grating to use texture coordinates to perform grating operations on Texture polygon. When we perform a grating operation on a polygon, the system performs interpolation between the texture coordinates of each polygon vertex to determine the texture pixels used on each pixel of the polygon. Generally, the

Found a copy of the book: DirectX game programming (edited by Zhou Guoqing Chen Hong Feng renguo)

Programming with DirectX 9.0 (Wordware Game and Graphics Library) by Frank D. Luna The original album art is like this: The album art translated by Duan Fei is: So I think this book is a copy of Frank D. luna's book Below I will list the directories of these three books for your reference: Suspected Attacker: DirectX game programming (edited by Zhou Guoqing Chen Hong Feng renguo) directory: Part 1 Essential mathematical knowledgeChapter 2 Basic Mathematical ConceptsPart 1 Basic

Technology for OpenGL video playback

This document records the technology of OpenGL video playback. In the previous article, we introduced a simple way to use OpenGL to display video. But that's not the essence of OpenGL's display of video technology. Like Direct3D, OpenGL's better way to display video is through textures (Texture). This article describes the techniques that OpenGL uses to display video in a textured manner. differences in the coordinates and

Managed DirectX (chapter 5)

chapter. The real mesh object package is located in the direct3d extension Library (d3dx direct3d extensions library. To add a reference to the direct3dx. dll assembly, we will try to use mesh to create a Rotated Cube. First, add the mesh member before declaring the vertex buffer and index buffer members: Private mesh = NULL; the mesh class has three constructor functions, but no one of them is needed now.

Game Development BASICS (6)

Chapter 6In direct3d, a texture is represented by the idirect3dtexture9 interface. A texture is a pixel matrix similar to a surface. Unlike a surface, a texture can be mapped to a triangle unit.The texture coordinate system used by direct3d consists of the U axis along the horizontal direction and the V axis along the vertical direction. Texture elements identified by coordinate pairs (u, v) are called text

Game Development BASICS (18)

Chapter 2Pixel shader is a program that runs on the graphics card GPU during raster processing of each pixel. (unlike the vertex coloring tool, direct3d does not simulate the pixel coloring tool through software operations.) In essence, the pixel coloring tool replaces the multitexturing link in the fixed functional assembly line, it also provides the ability to directly operate a single pixel and access the texture coordinates of each pixel. This abi

Directx9.0 Study Notes

Chapter 4: create and manage direct3d Devices 1.1 What Is A Direct3D Device Each graphic API has an entity that maintains the overall state of the drawing function. For example, Windows GDI uses DC, Java uses Graphics objects, and DirectX uses IDirect3DDevice9 (this digital table version ). Direct3D devices manage and maintain everything from texture memory alloc

A simple 3D cube C ++ source code

# Include # Include # Include # Include # Pragma comment (Lib, "d3d9. lib ") # Pragma comment (Lib, "d3dx9. lib ") # Pragma comment (Lib, "winmm. lib ") // Four global variables used in this programLpdirect3d9 g_pd3d = NULL; // direct3d pointerLpdirect3ddevice9 g_pd3ddevice = NULL; // direct3d DeviceLpdirect3dvertexbuffer9 g_pvb = NULL; // vertex buffer pointerLpdirect3dindexbuffer9 g_pib = NULL; // index

DirectX Forum FAQ #2 [flip]

learning materials. Although Direct3D has many technical fields, these technologies can be divided into two aspects: theory and practice. In computer graphics, mathematical knowledge (linear algebra), as an important basic component, is widely used in graphic processing and operations, therefore, it is important to understand the concepts of vector, matrix, plane, and coordinate system. Although the D3DX API simplifies the details of these underlying

Transition-rendering Status Management

Rendering Status Management (Rendering States Management) Contents1. Basic Ideas2. Actual Problems3 rendering script --------------------------------------------------------------------------------  Improving the Performance of 3D graphics programs is a big topic. The optimization of graphics programs can be roughly divided into two major tasks. One is to have a good scenario management program to quickly remove invisible polygon, select the appropriate details based on the distance between th

Why threads are critical in the ashes of Singularity

, Oxide games and Stardock Entertainment have developed a real-time strategy (RTS) game, "The Singularity of Ashes," which is shown in this video. You can see how this game provides a more superior gaming experience and performance on systems with more CPU cores.The strange point of AshesFigure 1: "Singularity Ashes" * shows how highly threaded games get higher frame rates on systems with more CPU cores.Oxide created a new engine and adopted the direct3d

DirectX903D vertices format indexing principle; view matrix projection matrix

a matrix of the view and sets the current matrix to the direct3d device. D3dxvector3 veyept (0.0f, 3.0f,-5.0f ); D3dxvector3 vlookatpt (0.0f, 0.0f, 0.0f ); D3dxvector3 vupvec (0.0f, 1.0f, 0.0f ); D3dxmatrixa16 matview; D3dxmatrixlookatlh ( matview, veyept, vlookatpt, vupvec ); G_pd3ddevice-> settransform (d3dts_view, matveiw ); The first step is to call D3DXMatrixLookAtLH () to define the PV matrix. The first parameter is the result of the pointe

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