Translator: Lin GongSource: the binary life of wood and woodReprint please specify the author and source, thank you!This is one of the Direct3D 12 documents published by Microsoft, this translation is left as a learning record memo, the level is limited, mistakes are unavoidable, but also look haihan. The original link is https://msdn.microsoft.com/en-us/library/windows/desktop/dn899194 (v=vs.85). aspxSignificant changes in
This article by Harry _ Spider-Man original, reproduced please indicate the source! Have a question Welcome to contact [email protected]Note: I give the electronic version is more than 700 pages, and the physical book is more than 800 pages, so when I mention the relevant concepts, I will use the chapter number instead of the page number. The same situation is appropriate for the second edition of "Dragon book".Address of previous issue:DX 11 Game Programming Learning Notes 6This chapter should
/************************************ Author: Cai junsheng* Source: http://blog.csdn.net/caimouse/************************************/Deep Dive into direct3dDeep Dive: direct3d Cai junsheng All Rights Reserved· Chapter 3 basic 3D knowledge· 1. 1. What is 3D?· 1. 2 3D related concepts· 1. 3 DirectX Introduction· 1. 4 3D elements in direct3d· 1. 5 direct3d surface
Long er has nothing to say about this csdn. The translation was gone this afternoon. Fortunately, I have saved some of the papers. Now we can only provide that part to everyone. I hope you will not be surprised. I originally put the screenshot of the Code in the book in this translation, but the picture goes down again, so long still uses the post of my own code.
IDirect3D9 *Direct3DCreate9( UINT SDKVersion
);
The value of sdkversion must be d3d_sdk_version.
This function is easy to use. We on
Valve opens up Direct3D to OpenGL's translation layer, allowing developers to migrate games to Linux:Https://github.com/ValveSoftware/ToGLValve Steambox Host System Steamos is based on Debian Linux and can be downloaded and installed for free:Http://store.steampowered.com/steamos/buildyourownSteam for Linux Games list:http://store.steampowered.com/browse/linux/Ubuntu can install steam playing games like Dot
Direct3D 11 Graphics pipeline
PCs typically have two processors: CPUs and GPU, and you need to write code for each processor. These two parts have completely different schemas and instruction sets. In graphics programming, you need to write software for all two processors, use common languages for CPU applications, such as C + +, and HLSL for GPU. DirectX is the bridge between systems. Most of the articles on graphic programming focus on the CPU or t
Transferred from: http://blog.csdn.net/blues1021/article/details/41099705References organized from article:Http://zh.wikipedia.org/zh/Direct3Dhttp://blog.csdn.net/weili_2007/article/details/1907066http://msdn.microsoft.com/en-us/library/windows/desktop/bb219679 (v=vs.85). aspx#direct3d_system_integrationConcepts include Idirect3d, Adapter, Device, swap chain (surface background cache, foreground cache, depth, and template cache), resources (resource type _d3dresourcetype, format _d3dformat, The
OpenCL programming guide for interoperability with Direct3D and opencl programming guide
This article describes the interoperability between OpenCL and D3D 10.1. initialize OpenCL context for Direct3D interoperability
OpenCL sharing is enabled by pragma cl_khr_d3d10_sharing:
# Pragma opencl extension cl_khr_d3d10_sharing: enable
When D3D sharing is enabled, many OpenCL functions will be extended, and some p
Introduction
This White Paper provides a technical explanation for direct3d application developers on how to set the parameters of the direct3d transformation pipeline by the direct manipulation of direct3d matrices.
Overview
Direct3d uses three transformations to change your 3D model coordinates into pixel coordinates
ProfileIn the previous tutorial, we built a minimal Direct3D 11 application that was used to output a single color on a window. In this tutorial, we will extend the application to render a single-color triangle on the screen. We'll associate the triangle with the process of setting up the data mechanism.The output of this tutorial is to render a triangle in the center of the window.Resource Directory(SDK root) \samples\c++\direct3d11\tutorials\tutoria
I have always wanted to translate d3d documents to learn and provide convenience to other friends, but I have never had time to do this, today, I occasionally found on the internet that someone has done this well enough. I will post the link to my friends who want to learn d3d. The following things will help you, I would like to express my sincere gratitude for the hard work of the author of this document.
Intelligent fish
2006.12.18
The following is the copyright statement of the people. I copi
start with: Vertex coordinate transformation when Direct3D learn the basics of getting started, here will detail its principles:
The process of rendering three-dimensional objects in Direct3D is divided into two stages: "1" tl (transforming and Lighting), i.e. coordinate transformation and illumination;
"2" grating processing stage.
One, tl assembly line:
The following figure:
1, world transformation an
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
Http://www.phoronix.com/scan.php?page=news_itempx=OTI2NANote:something very instersting to wine translatingThis idea is inspired for GPU virtualization ... But there are a lot of technical and patent problems.MSFT Hsls, LLVM IR, Windows graphics driver or Linux graphic drivers.Apple GLSL, LLVM IR??A proposal for compiling Direct3D HLSL with LLVMWritten by Michael Larabel in Compiler on (March) at 10:54 PM EDT. 6 CommentsCOMPILER--Lately we have been t
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
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 10 System (5)
5.3 resource mapping and accessOne of the complex issues with API and pipeline design is how to share resources between CPU and GPU. For example, both direct3d and OpenGL allow the vertex buffer to be mapped to the address space of the program, regardless of whether the buffer is allocated to the system memory or the video memory. However, the allocation location will cause a huge pe
;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
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
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