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
DX notes --- Direct3D basics, dx notes --- direct3d
I. Prerequisites
1. Surface
The surface is a pixel matrix used by Direct3D to store 2D image data. Width and height are measured in pixels, and pitch is measured in bytes. The interface IDirect3DSurface is used to describe the surface.
LockRect: This method is used to obtain the pointer pointing to the surfac
the Direct3D interfaces ' methods for defining, storing, and drawing geometric data. (Found Direct3D interfaces are used to define, store, and draw geometric data. )2. To learn how to write basic vertex and pixel shaders. (Learn how to write basic vertex shaders and pixel shaders.) )3. To configure the rendering pipeline with render states. (know how to set the render state for the rendering pipeline.) )4.
/************************************ 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
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
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
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 Dota2 and Left4Dead2:http://store.steampowered.c
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
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
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 the screen. The default behavior of the depth buffer in direct3d 11 is to check the values stored in the depth buffer for each pixel drawn on the screen and the pixel in the screen space. If the depth of the rendered pixel is smaller than or equal to the existing va
(compared to a plane).In Direct3D 11, the simplest way to get a projection matrix is to call the Xmmatrixperspectivefovlh () method. We only need to provide four parameters: Fovy, Aspect, Zn, Zf,fovy is the display field in the Y direction, Aspect is the aspect ratio of the view coordinate system, Zn and Zf are near Z values and distant Z values respectively.Using transformationsIn the previous section we simply drew a simple triangle on the screen,
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.
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
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