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
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
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
/************************************ 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
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 o
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
the scene ( show scenes )This issue is to be referred to vertex Shaders from using vertices.Original translation:=============================================================================== 2.4 Getting down to Drawing ( start drawing ) The basic part speaks enough; it's time to see how Direct3D is drawing. In this section, I'll cover the basics of using vertices and polygons to draw graphics. You'll learn the various ways
Direct3D to update the entire display (because the function can show only a portion at a time), as shown in the following code:g_pd3ddevice =pre-initialized device objectif (FAILED (g_pd3ddevice->present (null,null, NULL, NULL))) { // Error occurred}That's it! In order to create more realistic scenes, you use a number of different vertex caches to draw a variety of mid-range objects in your world. Another way to improve the authenticity of your gr
transformation matrix and use it to draw the Billboard object:(the code here has a small error, and the following has been corrected.) )g_pd3ddevice = pre-initialized Deviceobjectd3dxmatrix Mattrans, Matworld, Mattranspose; Get the current Direct3D view Matrixg_pd3ddevice->gettransform (D3dts_view,mattranspose); Get The billboard ' s rotation matrix. D3dxmatrixtranspose (mattranspose,mattranspose); Create the mesh ' s translation matrixd3dxmatrixtran
3DXMatrixMultiply (matworld,matworld, matrotx);D 3DXMatrixMultiply (matworld,matworld, matroty);D 3DXMatrixMultiply (matworld,matworld, matrotz);D 3DXMatrixMultiply (matworld, matworld, mattrans);You're almost done with the task. Now, you just tell Direct3D to use the world transformation you just created. You do this by using the following function:Hresultidirect3ddevice9::settransform ( d3dtransformstatetype State, //D3dts_world CONST D3dmatr
DirectX for the first time.
In short, new features provided by DirectX 8.0 include:
•
DirectX graphics --IntegrationDirectDrawAndDirect3dMicrosoft DirectDraw and Microsoft direct3d are integrated into the DirectX graphics component. The API has been greatly upda
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 the screen. The submit interface function is a set of methods to control the status of specific rendering devices that affect display.(1) Front-end buffer zone: This is a rectangular storage area converted from a video card. The content of this rectangular storage area is displayed on the display or other output devices.(2) Background Buffer: the background buffer is a surface and its content can be submitted to the foreground buffer.(3) Switching chain: a set of backend buffers that are sub
applications the relied on it. This last support for Managed DirectX 1.1 deployment are likely to being removed in a future DirectX SDK update.At this point, Managed DirectX 1.1 are really beginning to show it's age.
Since the last version of D3DX9 supported by Managed DirectX 1.1 are April 2006, it makes use of a
/platform:anycpu Windows x64 System). You must build with and /platform:x86 stay within the limits of the 2 GB memory space of 32-bit applications.
The assemblies only support the Legacy DirectX API set, with no support for Direct3D9Ex, Direct3D 10.x, Direct3D one, Direc T2D, DirectWrite, DXGI, d3dx10, d3dx11, XAUDIO2, XACT, XINPUT, etc.
Since Managed
functionality improvements are planned in these technologies for future Windows releases. of course, we will continue to address security and customer issues; if any arise (the GDI and GDI + development work takes place as part of the aveon organization-we invest significant time on GDI/GDI + work ).
How does WPF implement
WPF and GDI/GDI + are different technical implementations. It is the managed encapsulation of DirectX, accurate to
functionality improvements are planned in these technologies for future Windows releases. of course, we will continue to address security and customer issues; if any arise (the GDI and GDI + development work takes place as part of the aveon organization-we invest significant time on GDI/GDI + work ).
WPFHow to Implement
WPF And GDI/GDI + Is implemented by different technologies. It is DirectX Of Managed Encapsulation , To be precise
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
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