天行健 君子当自强而不息

     摘要: Games are packed with movement. Characters running here, bullets flying there−basically there's a slew of objects moving about your game world. The smooth motion of these objects is a very important aspect that can't be overlooked. Have you ever thought about the use of movement and animation based on time? Using time−based motion is hot, and to keep up with the rest of the world you must fully understand how it can help your game project. In fact, you need to understand not only using time−base  阅读全文
posted @ 2008-04-15 15:50 lovedday 阅读(336) | 评论 (0)编辑 收藏
     摘要: The D3DXFRAME object helps form a hierarchy of reference frames. These reference frames are used to connect a series of meshes together, with each frame having its own transformation to apply to the mesh connected to it. In this way of using frames to point to meshes, you can minimize the number of meshes used because you can reference meshes instead of having to reload them.   阅读全文
posted @ 2008-04-15 13:28 lovedday 阅读(527) | 评论 (0)编辑 收藏
     摘要: The remaining two draw_meshes functions duplicate the exact features of the first two, except that all meshes in the linked list of mesh objects are rendered.  阅读全文
posted @ 2008-04-15 13:26 lovedday 阅读(256) | 评论 (0)编辑 收藏
     摘要: As for the second draw_mesh function, it skips using the DrawSubset function and uses its own function to render subsets of polygon faces, using the vertex shader and vertex declaration you specify. This second function is extremely useful if you are using vertex shaders to render your meshes.  阅读全文
posted @ 2008-04-15 13:06 lovedday 阅读(443) | 评论 (0)编辑 收藏
     摘要: Now that you have your meshes loaded and you've updated those skinned meshes that needed updating, it is time to throw some pixels at the display and show off those meshes! In total, I have created four mesh−rendering functions to help you in your projects.  阅读全文
posted @ 2008-04-15 11:16 lovedday 阅读(302) | 评论 (0)编辑 收藏
     摘要: A skinned mesh works like this: Each vertex is attached to an imaginary bone (which is specified by a frame object). As these frames move, so do the vertices attached to them. To update the coordinates of the vertices as the bones move, you need to call a special function that takes the source vertex data, transforms it according to the bones' transformations, and stores the results in a second mesh object. This special function is called ID3DXSkinInfo::UpdateSkinnedMesh.  阅读全文
posted @ 2008-04-15 10:22 lovedday 阅读(297) | 评论 (0)编辑 收藏
     摘要: The second load_mesh function is much like the first, except that instead of loading an entire .X file into one D3DXMESHCONTAINER_EX object, you are able to load a single mesh object (using the D3DXLoadSkinMeshFromXof function) as pointed to by a ID3DXFileData object (used while parsing an .X file).   阅读全文
posted @ 2008-04-14 17:11 lovedday 阅读(283) | 评论 (0)编辑 收藏
     摘要: The first of the mesh−related helper functions is load_mesh. Actually there are three versions of the load_mesh function. The first version is used to load a mesh from an .X file using the D3DXLoadMeshFromX function. That means all meshes contained within the .X file are compressed into a single mesh object, which is subsequently stored in a D3DXMESHCONTAINER_EX object.  阅读全文
posted @ 2008-04-14 15:52 lovedday 阅读(335) | 评论 (0)编辑 收藏
     摘要: Moving on in the list of helper functions, you'll find load_vertex_shader. You'll use this function to help you load your vertex shaders, as well as prepare your vertex shader declarations.

The actual code to the load_vertex_shader function is short, so instead of breaking it up to explain it, I'll give it to you all at once.  阅读全文
posted @ 2008-04-14 13:39 lovedday 阅读(1366) | 评论 (0)编辑 收藏
     摘要: Next in line for the helper functions is init_d3d, which you use to initialize Direct3D and create a 3D device and display window. I tried to keep the code as simple as possible, performing the typical initialization code you would use in any Direct3D application.  阅读全文
posted @ 2008-04-14 12:33 lovedday 阅读(328) | 评论 (0)编辑 收藏
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