;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
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
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
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
Microsoft? DirectX? 8.0 introduces the concept of data flow, which is used to bind data to the input registers used by shaders. A data flow is an array of member data, each consisting of one or more elements that represent a single entity, such as position, normal, color, and so on. Data flow enables the graphics chip to perform direct memory access (DMA) operations from multiple vertex caches in parallel, while also reducing the overhead of multiple textures. The data flow can be understood thi
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
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
The steps are as follows:
1. First, click the Start button and enter "DxDiag" in the search box.
2, will search out a lot of things, no matter, just open the top of the "Dxdiag.exe" this program on the line.
3, DxDiag's Chinese name is called the DirectX Diagnostics Tool, opens after the interface following diagram:
4, at this time we click on the main interface "display" tab (as shown in the red circle above), you can see about the system all the graphics-related content (the
Direct3d 10 System (IV)
5 core API and RuntimeWe set the API and runtime to two independent parts, but the complete Part: core API/runtime and the color language/status management system. We will introduce several important parts of the new runtime and the changes compared with the current system. The core API and runtime act as a thin abstraction layer on the hardware system and play the role of Low-overhead. The transformation of programmable pipeli
What is an element? Primitive
To put it bluntly, it is a set of vertices. These vertices describe a three-dimensional graph. A model produced by 3D Max is actually a set of graphic elements, which are composed of related lighting, materials, and other attributes.
Generally, in d3d and OpenGL, elements are represented by two arrays (or buffer). One is vertex buffer and the other is index buffer ).
Vertex buffer: used to store the original data of vertex coordinates;
Index Buffer: used to stor
In Direct3D development, multiple passes are often required in HLSL files, which requires texture rendering. Currently, in a D3D system developed, an Effect file has three technique files, with a total of 10 passes, that is, it needs to be rendered to the texture nine times. You need to apply for multiple Texture2D files, renderTargetView and ShaderResourceView
In Direct3D development, multiple passes are
Note: Subsequent d3d explanations are based on C ++.
Before explaining d3d initialization, we will introduce several pilot concepts.1. The d3d SDK provides developers with two device types: reference device or ref and hardware abstract layer or Hal ).The difference between the two devices is that ref performs 3D computation by means of software simulation, and all computation is completed by the CPU. It en
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.
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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
The so-called HDR means a high dynamic range. In normal display and bitmap, each channel is 8-bit, that is, the RGB component range is 0-255, which indicates that the actual color is obviously far from enough. In reality, the dynamic range of images is much larger, so how can we maintain a larger dynamic range in the existing display devices as much as possible, in addition, making it more in line with human habits has become a hot topic in graphics research. Generally, the real HDR method uses
;
When I create a form, I do not directly assign the return value of CreateWindow--a successful form handle to the global variable G_hwnd, because the CreateWindow function raises several messages in execution, including Wm_create, In OnCreate, in the handler for this message, I executed the following statement:
G_hwnd = hWnd;
In this way, we can use the G_hwnd a little earlier. Setprojmatrix is to set the projection matrix, the projection rectangle is only affected by the window aspect ratio
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