Inside Direct3DMicrosoft Press, 2000 - 426 стор. As Windows"R" becomes a widely accepted platform for popular games, its 3D class libraries continue to gain in popularity with developers. INSIDE DIRECT3D"R" provides the lowdown on Direct3D from a respected writer with solid connections inside the Microsoft Direct3D development group. Last year he wrote INSIDE DIRECTX"R," which included coverage of Direct3D Retain Mode. Here he writes exclusively about Direct3D Immediate Mode. This title is a long-awaited, well-paced walk through the Direct3D APIs, with emphasis on a few large code samples. It includes the Direct3D 6.0 SDK. It's ideal for games programmers who need to learn about this technology, and also for non-game programmers who went to add real-time 3D effects and navigation to a Windows application UI. |
Зміст
BRIEF CONTENTS | 1 |
CHAPTER | 11 |
CHAPTER THREE | 35 |
Авторські права | |
15 інших розділів не відображаються
Загальні терміни та фрази
3D world alpha blending application array back buffer bitmap BOOL bump map chapter color key companion CD create D3DTSS_COLORARG1 D3DTSS_COLOROP D3DVECTOR DDSURFACEDESC2 default depth buffer Desc dialog box Direct3D device DirectDraw object DirectDraw surface DirectInput DirectPlay DirectX display DWORD DWORD dwFlags effect enumerated type FAILED(hr Figure filtering flag following code format full-screen mode handle hardware HRESULT hWnd Immediate Mode Indicates input device interface joystick keyboard light map LOGFILE_ONLY LPVOID m_pd3dDevice->SetRenderState m_pd3dDevice->SetTextureStageState m_pdds matrix menu method Microsoft mipmap NULL parameter pdds pixel player pointer polygons primitive PrintMessage(NULL rasterizer render return hr return S_OK RoadRage routine RRnetID scene session specified specular stencil buffer structure surface texels texture coordinates texture map texture stage transformation transformation and lighting triangle variable vertex buffer vertex normal vertices video memory viewport vNormal windowed mode world space wParam z-buffer