I am a VB programmer. I have been developing database applications. After a long time, I feel bored and want to change my taste, but I have no time to learn and materials, I happened to see the learning experience written by others on CSDN, so I quickly entered the door. Good things are not exclusive. As I learned, I changed the original C # program to vb.net code, but the idea is the same and it is only for your reference.
Imports Microsoft. DirectXImports Microsoft. DirectX.
Purpose:
Use direct3d to render image a translucent to image B.
Steps:
1. Create a standard Win32 program and add the object definition and function declaration to be used:
Ccomptr
2. Create the required object, that is, implement the CREATE (hwnd) function:
Hresult create (hwnd)
3. Function for rendering image drawtexture:
Hresult drawtexture (idirect3dtexture9 * ptexture, float fleft, float ftop, float fright, float fbottom, d3dcolor CLR)
4. s
The two main elements of illumination are the light source and the object's material. The material attribute of the object's surface determines the color of light it can reflect and the amount of light it can reflect.
I. Definition of materials in direct3d
Materials in d3d are represented by the d3dmaterial9 structure:Typedef struct d3dmaterial9 ...{
D3dcolorvalue diffuse;
D3dcolorvalue ambient;
D3dcolorvalue specular;
D3dcolorvalue emissive;
Float po
simple.This fence is in frames and can wait for all commands against this frame. Use id3d12fence::seteventoncompletion and id3d12commandqueue::signal for signal operation, then wait after the end, In frames.However, there is a id3d12fence::signal, it seems possible that id3d12commandqueue::signal will call this method, otherwise this fence can not be bound with the command method.so the approximate rendering process is:
Fence-Seteventoncompletion
Execute command
Submit Renderin
PIX win is the direct3d file attached to the DirectX SDK.ProgramThe debugging and analysis tool is used for d3d applications. If the developer of d3d needs to collect and analyze the call and execution information of the application to the 3dapi, this tool is a good choice. For example, you need to know whether the background rendering target, depth buffer, and template buffer are correctly rendered during a rendering process, alternatively, you can u
rendermonkey workspace. First, create an image object bas in the workspace, and then create a texture object texture0 in the pass that uses this texture image, then, point texture0 to the created texture image bas. You should note that the texture Object Name Is the sampler2d variable name in the shader. rendermonkey associates the variable name in the shader code with the object in the workspace in this way. The float4, float3, float2, and float variables are all the same.
In the next main f
and beyond vertices.
Float
D3dfvf_specular
Vertex format parameters des a specular color component.
DWORD in argb order. SeeD3dcolor_argb.
D3dfvf_xyz
Vertex format parameters des the position of an untransformed vertex. This flag cannot be used with the d3dfvf_xyzrhw flag.
Float, float, float.
D3dfvf_xyzrhw
Vertex format parameters des the position of a transformed vertex. This flag cannot be used with the d3dfvf_xyz or d3dfvf_normal flags.
Float,
Now learn the next Direct3D in the window to draw some text information, Id3dxfont interface is responsible for creating fonts and drawing two-dimensional text. We introduce the usage of Id3dxfont.1. Create the Lpd3dxfont interfaceLpd3dxfont g_ptextinfor =NULL; //Creating FontsD3dxcreatefont (g_pd3ddevice,//Direct3D Equipment -,//Height of font 0,//width of font +,//weight value of th
I recently started to learn direct3d programming. I hope to write down my learning process here, just like I was studying DirectShow. The following is a basic direct3d framework program I wrote. It is suitable for beginners.
//
Address: http://www.cnblogs.com/kkun/archive/2008/02/21/1076533.html
Today, I want to try xna2.0, which is not fun. As a result, I encountered a problem. After xNa studio is down from the Internet, the installation went smoothly,After DX9 is installed, everything goes smoothly. Create a project and run it. An error is reported!Cocould not find a direct3d device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater.Check the result
Today, I saw another good article posted on my blog and learned it...
Mouse picking for elements in direct3d
By the greatest sword, the second Space
Index:
1. What is pickup and what can it do?
2. Steps and Implementation of the pick-up operation
2.1. Transform and obtain the ray vector (DIR) through the viewpoint and click point on the screen)
2.1.1 determine the screen coordinates of the mouse selection point
2.1.2 get the representa
image needs to be rendered 10 times !). Therefore, although HDR works very well, only a few products currently adopt this algorithm, most of which adopt the pseudo HDR + blow effect.
The pseudo-HDR effect is usually used to re-adjust the brightness curve of the image to make the brightness brighter and darker, while the blow effect is to spread the brightness of the image to produce a soft effect.
Here we use a quadratic curve to re-adjust the br
, D3ddeclmethod_default, D3ddeclusage_texcoord, 0},D3ddecl_end ()};M_pd3ddevice->setstreamsource (0, M_pvbposcolor, 0, sizeof (Poscolorvertex));M_pd3ddevice->setstreamsource (1, m_pvbtexc0, 0, sizeof (Texc0vertex));M_pd3ddevice->setstreamsource (2, m_pvbtexc1, 0, sizeof (Texc1vertex));In all three cases above, you can call the following idirect3ddevice9::D rawprimitive.M_pd3ddevice->drawprimitive (D3dpt_trianglefan, 0, Num_tris);This example shows the flexibility of the data flow in solving the
information in important functions.
Finally, repeat the above action, the player crashes, and then you can view it. The Player crashes:
If (m_pd3dsurface [ddpos] = NULL) return nret;Switch (m_pd3ddevice [ddpos]-> testcooperativelevel () {// test the device loss status, that is, to detect the current status of the deviceCase d3d_ OK: // everything is normalBreak;Case d3derr_devicelost: // The device is lost.Closedirectdraw ();If (! This-> initdirectdraw ()){Closedirectdraw ();Return 0;}Break ;;C
mine the performance improvement brought about by multithreading in these codes.
To change this situation, the DirectX 11 feature also includes the support for multi-threading ). Yes, no matter DirectX 10 or DirectX 11, all the color information will eventually be raked and displayed on the Computer Display (whether in linear or synchronous mode ), however, DirectX 11 has added support for multithreading technology.
Multithreading changes from Di
DirectX is a game API on Windows. A few years ago, game developers struggled with hardware incompatibility, making it difficult for everyone to play the same game. Later, Microsoft launched DirectX. It provides a single and clean API for game developers to achieve compatibility with different types of hardware. Due to the release of DirectX, the number of games on the Windows platform has increased significantly. This chapter contains the following content:
Understand what DirectX is
Why is D
Class FunDemo6{public static void Main (string[] args){test function getDaysSystem.out.println (GetDays (1992,4,20));System.out.println (Subdays (1999,1,5,2001,3,10));}determine if a leap yearpublic static Boolean isleap (int y){if (y%4==0y%100!=0| | y%400==0)return true;Elsereturn false;}get how many days this year has passedpublic static int getDays (int y,int m,int D){int sum=0;Switch (m-1) {Case 11:sum=sum+30;Case 10:sum=sum+31;Case 9:sum=sum+30;C
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