direct3d 10

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Direct basic learning (2) the simplest direct3d

If Windows is an enterprise, DirectX is one of its departments. If we create a Windows program, we need the cooperation of the Windows department, the DirectX Department is required to use the DirectX function. Windows Department appears in our program in the window, DirectX also participates in our program in its way To use direct plotting, follow these steps:1) create a direct3d object2) create a direct3d

Direct3d 11 tutorial 5: 3D transformation_direct3d 11 tutorial 5: 3D Transformation

;UpdateSubresource( g_pConstantBuffer, 0, NULL, cb2, 0, 0 ); // // Render the second cube // g_pImmediateContext->DrawIndexed( 36, 0, 0 );   Deep Buffer This tutorial also provides an important addition, that is, the depth buffer. Without it, the smaller orbital cube will still be drawn at the top of the larger Central cube when surrounding the back of the latter. The depth buffer allows direct3d to track the depth of each pixel drawn to t

Direct3D 11 Fourth Section 3D Spaces

coordinate system, into a projected coordinate system. In a projected coordinate system, the XY axis of a vertex can be obtained from the x/z, y/z ratios of vertices in the 3D coordinate system.In 3D space, things appear in perspective, and the nearer things look larger. Therefore, the points on the 2D screen are directly related to the x/z and y/z ratios.FOV, viewable area, truncated cone.The GPU filters out objects outside the FOV and does not have to be rendered without display, a process ca

Direct3D for X model loading

Today we are going to learn Direct3D use of model import, Direct3D support. x model file import use,. The x file is a Microsoft-defined 3D model file format that contains some information such as meshes, animations, textures, and so on. Currently 3DS Max and Maya do not natively support the export of the X model, only a plugin called "3DS Max Panda" can be used on 3DS Max to convert the model to an X file.

Introduction to Direct3D rendering Pipelines

The rendering pipeline is responsible for performing a series of necessary steps to convert 3D scenes into 2D images that can be displayed on the display. In Direct3D, the steps for rendering pipelines are roughly as follows: (1) local coordinate system to world coordinate system Suppose we are creating a game. Now, we need to build a blacksmith shop for storing in the game scene. It is impossible for us to build a blacksmith shop in a game scenario

direct3d-Index Cache

Direct3D Index cache is in fact the vertex cache on the basis of the fixed vertex connection, such as our plane has 4 points, respectively, and then left and right corner, and the lower left corner, starting from the upper left-hand side to give them the index in clockwise order 0,1,2,3. (These indexes are the order you set in the vertex structure). And then we're going to use these four points to draw a square. We only need to use index cache to lab

Directly mapping texels to pixels (direct3d 9)

Document directory Summary Original article address: directly mapping texels to pixels (direct3d 9) When rendering 2D output using pre-transformed vertices, care must be taken to ensure that each Texel area correctly corresponds to a single pixel area, otherwise texture distortion can occur. by understanding the basics of the process that direct3d followsWhen rasterizing and texturing triangles, You ca

[Convert] direct3d 11 tessellation tutorial

The new hardware tessellation feature available on direct3d 11 video cards has great potential, but using it refreshing tively currently requires understanding higher-order surfaces as well as a myriad of performance implications. in addition to the Windows DirectX graphics documentation, here are a number of resources for learning more about using direct3d 11 tessellation: Giamefest 2008-

Direct3d: drawing pipeline

Rendering pipeline: a series of operations that must be performed from 3d to 2D. Local Coordinate System-> world coordinate system-> observing coordinate system-> hiding on the back-> illumination-> cropping-> projection-> viewport coordinate system-> Rasterization 1. Local Space) A local space or modeling space is a coordinate system used to create a list of triangle units of an object. The advantage of using a local coordinate system is that it can simplify the modeling process. Personal Un

Window Direct3D Game Development Primer--bomb Games

the window class name. lpwindowname: Type LPCTSTR, the window caption is displayed in the title bar. dwstyle: The style created by the window. See "Notes-Window Style type" for specific window stylesx: Position x in the upper left corner of the windowy: Position y in the upper left corner of the windownwidth: Window sizenheight: Window sizehwndparent: Parent window HandlehMenu: Menu handlehinstance: Window instanceLpparam: Parameters that need to be passedThe window handle is created and you

The last of WPF-GDI/GDI +, a feast of direct3d [zz]

What is GDI/GDI +? GDI is the main graphics library for Windows applications today. it provides 2D graphics and text functionality, as well as limited imaging functionality. there is some level of acceleration support in graphics cards for GDI, but it is almost negligible nowadays (especially when compared to the level of investment in direct3d acceleration ). GDI + was introduced around 2001 and it brought anti-aliased 2D graphics, floating point coo

The last of WPF-GDI/GDI +, a feast of direct3d [zz]

GDI/GDI +What is GDI is the main graphics library for Windows applications today. it provides 2D graphics and text functionality, as well as limited imaging functionality. there is some level of acceleration support in graphics cards for GDI, but it is almost negligible nowadays (especially when compared to the level of investment in direct3d acceleration ). GDI + was introduced around 2001 and it brought anti-aliased 2D graphics, floating point

MIP-mapping in direct3d

;mipMap = newTexture;/* recurse until we are done */ MakeMipMaps( newTexture); } The rendering pipeline Since this article is directed to people using direct3d, I won't be getting into specific rendering algorithms, but it's always good to have a general idea of what's going on in the lower levels. In order to render a textured polygon, the rendering engine needs to know how to adjust texels it has to advance to get to the pixel beside it, and how

Direct3D 11 Resource Introduction

Resources are the materials used to build scenarios. It contains most D3D data for parsing and rendering scenarios. A resource is a memory area, which can be accessed by the Direct3D pipeline. You can create a strongly-typed or non-typed resource, control whether the resource has both read and write access, and enable the resource to be accessed only by the CPU or GPU, or you can access both of them. Up to 128 resources are available in each pipeline

Differences between DirectX, direct3d, and OpenGL

DirectX, (Direct extension, dx) is a multimedia programming interface created by Microsoft. By C ++Programming LanguageAnd follow COM. DirectX is composed of many APIs. It is classified by nature and can be divided into four parts: Display, sound, input, and network. Display part The display part is the key to graph processing, including DirectDraw (ddraw) andDirect3d (d3d ),The former is mainly responsible for 2D image acceleration. It involves many aspects: We use ddraw for playing

How to render the "reprint" OLE Control in Direct3D

Original:how OLE controls are rendered in Direct3DGraphical drawing on Windows is based on GDI, and Direct3D is not, so there are a lot of problems in displaying some controls in Windows in a 3D windowSo what's the way to make GDI's content appear in 3D? Anyway, it's all images, there's always a way to achieve it!In the previous period of time in the research browser embedded in the game, the basic idea is to open a browsing window in the background,

Use direct3d to design fade-in and fade-out effects

DemoProgram: Http://download.csdn.net/detail/jiangcaiyang123/4156592 I have written an article about the effect of designing fade-in and fade-out with direct3d.ArticleNow, it seems to be a waste of time. More than a year later, I had a deep understanding of the principle of direct3d, coupled with some of my own experiments, and now finally achieved a fade-in and fade-out effect. To help speed up, I will simply put it. The color mixing operation

Direct3d program debugging tool pix

A painless introduction to pix for Windows For those interested in game development technology, it's been a great week of product releases! Monday we saw the 1.0 Release of xNa game studio Express. wednesday brought the release of the December 2006 version of the DirectX SDK, which has des the product I work on, pix for Windows. friday, Visual Studio 2005 SP1 was released. congratulations to everyone involved with these products! I thought I 'd write a short introductory article on using pix f

Direct3d device lost)

1. When will the device be lost? A direct3d device has two statuses: operation or loss. Operation Status: Indicates the normal status of the device. The device runs as expected and can present all rendering effects. Loss status: All rendering operations quietly fail. idirect3ddevice9: Present returns the error code d3derr_devicelost. Check and help lost devices (direct3d 9) For more details. Let's briefly

Direct3D 12 Early Adopters: Basic presentation

(reproduced please specify the source)Please call me dig the Pit Maniac _ (: 3"∠) _Microsoft released the WIN10 development tool a few days ago, hoping to use the children's shoes to join the Windows Insider program for download.Here's my environment: Windows Ten Technical Preview Build 10041 Visual Studio CTP 6 Visual Studio Tools for Windows 10 Of course, a virtual machine is used.D3D12 documents can be viewed in official docum

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