文件名称:Direct3D
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介绍说明--下载内容均来自于网络,请自行研究使用
Bumpmapping is an advanced multitexture blending technique that can be used
to render the appearance of rough, bumpy surfaces. The bump map itself is a
texture that stores the perturbation data. Bumpmapping requires two
textures, actually. One is an environment map, which contains the lights
that you see in the scene. The other is the actual bumpmapping, which
contain values (stored as du and dv) used to "bump" the environment maps
texture coordinates. Some bumpmaps also contain luminance values to control
the "shininess" of a particular texel.
This sample makes use of common DirectX code (consisting of helper functions,
etc.) that is shared with other samples on the DirectX SDK. All common
headers and source code can be found in the following directory:
DXSDK\Samples\C++\Common-Bumpmapping is an advanced multitexture blending technique that can be used to render the appearance of rough, bumpy surfaces. The bump map itself is a texture that stores the perturbation data. Bumpmapping requires two textures, actually. One is an environment map, which contains the lights that you see in the scene. The other is the actual bumpmapping, which contain values (stored as du and dv) used to
to render the appearance of rough, bumpy surfaces. The bump map itself is a
texture that stores the perturbation data. Bumpmapping requires two
textures, actually. One is an environment map, which contains the lights
that you see in the scene. The other is the actual bumpmapping, which
contain values (stored as du and dv) used to "bump" the environment maps
texture coordinates. Some bumpmaps also contain luminance values to control
the "shininess" of a particular texel.
This sample makes use of common DirectX code (consisting of helper functions,
etc.) that is shared with other samples on the DirectX SDK. All common
headers and source code can be found in the following directory:
DXSDK\Samples\C++\Common-Bumpmapping is an advanced multitexture blending technique that can be used to render the appearance of rough, bumpy surfaces. The bump map itself is a texture that stores the perturbation data. Bumpmapping requires two textures, actually. One is an environment map, which contains the lights that you see in the scene. The other is the actual bumpmapping, which contain values (stored as du and dv) used to
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下载文件列表
Direct3D
........\BumpEarth.cpp
........\BumpEarth.dsp
........\BumpEarth.dsw
........\BumpEarth.manifest
........\BumpEarth.ncb
........\BumpEarth.opt
........\BumpEarth.plg
........\BumpEarth.sln
........\BumpEarth.vcproj
........\Debug
........\readme.txt
........\resource.h
........\winmain.rc
........\BumpEarth.cpp
........\BumpEarth.dsp
........\BumpEarth.dsw
........\BumpEarth.manifest
........\BumpEarth.ncb
........\BumpEarth.opt
........\BumpEarth.plg
........\BumpEarth.sln
........\BumpEarth.vcproj
........\Debug
........\readme.txt
........\resource.h
........\winmain.rc