Advanced 3D Game Programming with DirectX - phần 2

Sử dụng bàn chải nhỏ hơn liên tục và thay đổi chế độ nghệ thuật vừa chặt chẽ, chúng ta có thể thêm một số chi tiết. Các bàn chải chúng tôi sử dụng là 200, 100, và sau đó 50 điểm ảnh trong bán kính. Một con trỏ một con trỏ giao diện LPDIRECTSOUND8 sẽ được lấp đầy với một con trỏ giao diện hợp lệ nếu chức năng thành công. | adapter. If you have one of these older cards it is definitely time to get out of the Stone Age and go out and purchase a new one especially if you are interested in development. The Direct3D object lets you do things you could never do with only the standard Windows API. For example you can change the bit depth and the resolution of the display to any mode the card supports. You can ask the object for a list of available resolutions and select from among them. The Direct3D device object is created by the Direct3D object which I will show you shortly. Windowed vs. Full-screen The two main modes of operation of Direct3D are windowed rendering and full-screen rendering. In windowed rendering your application draws its graphics to the client rectangle of a regular old window sharing space with other running applications. When your window is resized you need to take care to resize your internal structures to adapt to the new size. The same applies when the window is moved around the screen. In addition windowed rendering makes use of a Direct3D concept called a clipper. A clipper object keeps track of any windows that are on top of your window so that when you draw your surface to the screen only the pixels that actually belong to the application s client rectangle are drawn. Luckily the process of handling clipping is completely handled by Direct3D so you never have to touch it. Figure shows the kind of issue I m talking about. If you just drew arbitrarily to the client rectangle you would overwrite the top left part of the Notepad application floating over the window. Figure You can t draw just anywhere The Direct3D Object The IDirect3D9 interface is the first interface that you will interact with when you are using DirectX Graphics. It does basically nothing except for creating the Direct3D device object which I talked about previously. It is the device that is used to interact with the graphics hardware. Well I kind of lied 72 IDirect3D9 does have some .

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