I. Introduction to cegui
Cegui, short for Crazy Eddie's Gui, is a free object-oriented interface library developed in C ++ for game developers, provides graphical APIs for Windows and their components in 3D environments. Cegui used the lgpl authorization protocol before 0.4.1 (including 0.4.1), and adopted the more relaxed mit protocol since version 0.5. Items currently using cegui (from http://www.cegui.org.uk ):
Project xenocide
Blitzmax
Plant covered GuiYou can get more knowledge about ceg
Original article: http://www.cnblogs.com/maxice/archive/2010/02/04/1663155.html
Translation: Ding ounan
This is my first translation attempt. If this is not the case, please kindly advise me.
Resource processing speed in 3D programs has a major impact on program efficiency, I remember that I had seen on many blogs that they wrote that the FPS was increased several times by changing the resource processing method. this gave me a deep impression. therefore, I have translated the relevant content i
areas to the front cache areas. The third parameter is the display setting target window. Because the parameter is set to null, hwnddevicewindow in d3dpresent parameters will be used. The fourth parameter is the dirty rectangle parameter, which should be set to null in most cases.The last step is to close the program. For more information, see Step 5.
Step 5 closeDuring running, your program should be closed at last. The DirectX program closes not on
Scarecrow Convenience Tools
Scarecrow Convenience Tool provides the "shortcut tool" function, we can find in the Windows system most common settings and system tools, which have a quick access to view the options, we just need to open the Scarecrow Convenience tool, select "Shortcut Tool", find "DirectX", Click to view the current DirectX status.
DirectX
After some time to learn about DirectX and shader related articles.
In order to be able to run shader, you have to write a small program. Here I chose DirectX (in fact, I personally think, if just want to learn shader words, XNA is a good choice)
Read a few days of documents, focus on the DirectX sample inside the basic HLSL, may be Microsoft in order to integr
First, change your resolution, or if you are prompted for an unknown DirectX error, do the following
In fact, the cause of the above problem is caused by the incompatible graphics driver, the fundamental solution is to update the graphics driver to the latest version to resolve. In this small series recommended that you use the "Driver Wizard" to update the graphics driver.
Install and run the Driver Wizard program, switch to the Drivers tab, and in
View Matrix
Also known as the camera matrix, it is composed of three parts, namely, the camera position, the target position and the camera up and down direction. In DirectX, a method is provided to form a view matrix through these three parts, all three of which are space vectors (VECTOR3). In the process of forming the view matrix, the following figure shows the the unit vector which takes the camera position as the starting point and the camera tar
enter the project, create a new Visual C # WinForm form program, and click OK, and our programming work begins.
First, the project needs to use the DirectX development package, so we need to add a reference to the project, right-click the project, select Add Reference, and then select Browse in the referenced dialog box, where the reference is: C:\Windows\Microsoft.NET\DirectX for Managed code\1.0.2902.0,
This series of articles by Net_assassin finishing, reproduced please indicate the source.
http://blog.csdn.net/net_assassin/article/category/1100363
Author: Net_assassin e-mail: net_assassin@hotmail.com look forward to interacting with like-minded friends
Audio is critical to the game. For gamers to immerse themselves in the unreal experience of the game, sound effects and music play a big role, and emotional responses are created among the players.
While exploring DirectSound, this cha
There are many online DirectX screenshots of the article, but most of the screen, very few windows, this article is related to both, first of all, how to intercept the entire screen, and then how to intercept a window, in fact, the difference is not very small, just a parameter setting is different, and finally we will extend to any region.First of all, take a look at the function of the screenshot, the core of course is d3dxsavesurfacetofile, first l
Reprinted please indicate the source for the klayge game engine, the permanent link of this article is http://www.klayge.org /? P = 2516
When ie 10 for Windows 7 was released, it included a patch kb 2670838, which brought some DirectX 11.1 and dxgi 1.2 capabilities to Windows 7. This patch can also be installed independently when ie10 is not required. The detailed update content is here. Interestingly, warp was upgraded to support Feature Level 11.1.
In delphix, all we can see is drawn in tdxdraw.
Tdxdraw has two default drawing surfaces: tdxdraw. Surface and tdxdraw. Primary;Generally, you need to first plot the image on the background (surface), and then use the tdxdraw. Flip command to switch between the front and back ends to see the rendering effect.
Tdxdraw. Flip replaces the surface and primary objects, so we can plot only on the surface;Because of DirectX's working mechanism, this switching speed is exceptionally fast (just swi
Using macros to call DirectX com
Many Microsoft DirectX interfaces define a macro for each method, which makes it easier to use these methods in your application. You will find these macros in the header file of the interface declaration. These macros are designed to be Macros in C and Macros in C ++. If you want to use Macros in C ++, you must define _ cplusplus. Otherwise, you will use Macros in C. The sy
Recently I have made some annoying things. Basically, I want to obtain data similar to that in the DirectX diagnostic tool dialog box. Here, I tried my best to find it on the Internet. This is generally the case when we are not familiar with this aspect. I found a bunch of messy information. For example, to obtain system information, you can use getverionex to obtain memory information. You can use functions such as getglobalmemstatus and WMI to obtai
During DirectX development, sometimes some compilation errors occur, some of which are due to conflicts between some DirectX sdks and Windows platform sdks. For example,
Error c2146: syntax error: Missing '; 'before identifier' pvoid64'
That is to say, there is a problem with the use of the pvoid64 variable type. After tracking, the following definitions are found in winnt. h:
Typedef void * pvoid;Type
object and fill in the data: IB = new vertexbuffer (typeof (short), indices. length, device, usage. writeonly, pool. default); IB. created + = new eventhandler (ib_created); onindexbuffercreate (IB, null );Private void ib_created (Object sender, eventargs e) {indexbuffer buffer = (indexbuffer) sender; buffer. setdata (indices, 0, lockflags. None );}In addition to the constraints of the parameters, the index buffer constructor is simply a model. As mentioned above, only 16-bit or 32-bit integers
In the Delphix, what can be seen is generally painted in Tdxdraw.
Tdxdraw default Two drawing surfaces: Tdxdraw.surface and tdxdraw.primary;
Generally first in the background (Surface) drawing, and then use the tdxdraw.flip command switch before and after the table, so as to see the rendering effect.
Tdxdraw.flip will replace Surface and Primary two objects, so we can only draw on the Surface;
Because of the working mechanism of DirectX, let this
[Statement: This article source: http://www.cnblogs.com/stg609/archive/2008/11/19/1334544.html Author: stg609]
Nowadays, there are many VoIP software, more famous is Skype, there are other such as Uucall, shutter and so on. They provide the function in addition to voice calls on the network, but also with the fixed phone, cell phone and other calls. In this article, we mainly introduce the basic method of using C # to realize voice communication. But at present only realized the basic function o
transformation is multiplied by the inverse of the viewport, then multiplied by the RHW value.
Suppose we have the pre transformed vertex (0, 1), the viewport size is (150, 50), the coordinates of the viewport coordinates are (--), and according to the inverse of the above can be transformed to clip space with the coordinate of (-1, 1, 0, 1). You can see that the coordinates are the upper left corner of clip space.
As you can see from the actual effect, if you use the pre transformed vertex,
buffer. This method has the following two types of overloads:
Public void SetStreamSource (int streamnumber, vertexbuffer streamdata, int offsetinbytes, int stride);
Public void SetStreamSource (int streamnumber, vertexbuffer streamdata, int offsetinbytes);
The difference between the two functions is that there is one more parameter that represents the (data) flow stride size (stride size of the stream). The first parameter is the number of streams that are used by this piece of data. Now
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