文件名称:pareng
- 所属分类:
- DirextX编程
- 资源属性:
- [Windows] [Visual C] [Basic/ASP] [源码]
- 上传时间:
- 2012-11-26
- 文件大小:
- 158kb
- 下载次数:
- 0次
- 提 供 者:
- wan****
- 相关连接:
- 无
- 下载说明:
- 别用迅雷下载,失败请重下,重下不扣分!
介绍说明--下载内容均来自于网络,请自行研究使用
We have our classes ready, time to start writing the actual code.
Point primitives are not much different from the other primitive types available (triangle strips, lists, etc.). We can still choose what vertex shader we use.
A vertex shader tells DirectX about what type of vertices it can expect - such as whether they are already transformed, if they have a diffuse color, and so on. Since I m mainly aiming this tutorial at 2D gaming, I m going to use slightly customized TL vertices. This stands for Transformed and Lit, which means the vertices already are transformed and that the lighting color has already been computed. So an X of 300 will be 300 on the screen, and the vertex color will be the final color.-We have our classes ready, time to start writing the actual code. Point pri mitives are not much different from the other pr imitive types available (triangle strips, lists, etc.). . We can still choose what we vertex shader use. A vertex shader tells DirectX about what ty pe of vertices it can expect- such as whether the y are already transformed. if they have a diffuse color, and so on. Since I m mainly aiming this tutorial a t 2D gaming, I m going to use slightly customized TL vertices . This stands for Transformed and Lit. which means the vertices are already transform ed and that the lighting color has already been c omputed. So an X of 300 will be 300 on the screen. and the vertex color will be the final color.
Point primitives are not much different from the other primitive types available (triangle strips, lists, etc.). We can still choose what vertex shader we use.
A vertex shader tells DirectX about what type of vertices it can expect - such as whether they are already transformed, if they have a diffuse color, and so on. Since I m mainly aiming this tutorial at 2D gaming, I m going to use slightly customized TL vertices. This stands for Transformed and Lit, which means the vertices already are transformed and that the lighting color has already been computed. So an X of 300 will be 300 on the screen, and the vertex color will be the final color.-We have our classes ready, time to start writing the actual code. Point pri mitives are not much different from the other pr imitive types available (triangle strips, lists, etc.). . We can still choose what we vertex shader use. A vertex shader tells DirectX about what ty pe of vertices it can expect- such as whether the y are already transformed. if they have a diffuse color, and so on. Since I m mainly aiming this tutorial a t 2D gaming, I m going to use slightly customized TL vertices . This stands for Transformed and Lit. which means the vertices are already transform ed and that the lighting color has already been c omputed. So an X of 300 will be 300 on the screen. and the vertex color will be the final color.
(系统自动生成,下载前可以参看下载内容)
下载文件列表
Source
......\GameDev_net -- A Simple Point Sprite Based Particle Engine.htm
......\GameDev_net -- A Simple Point Sprite Based Particle Engine_files
......\................................................................\clear.gif
......\................................................................\discuss.gif
......\................................................................\dotsm.gif
......\................................................................\download.gif
......\................................................................\firetex2.jpeg
......\................................................................\gdlogo2.gif
......\................................................................\global.html
......\................................................................\global.js
......\................................................................\imgFireFX.jpeg
......\................................................................\imgParticle.jpeg
......\................................................................\line.gif
......\................................................................\pointsprite.png
......\................................................................\print.gif
......\................................................................\total.jpeg
......\source
......\......\colAnimatedSign.cls
......\......\colAtomic.cls
......\......\colBlueExplosion.cls
......\......\colBlueThrust.cls
......\......\colBlueTwirl.cls
......\......\colFireFX.cls
......\......\colFireyHeart.cls
......\......\colGalaxy.cls
......\......\colGreenPlasma.cls
......\......\colRedFlower.cls
......\......\colRedTwirl.cls
......\......\colSmokeFX.cls
......\......\colWormhole.cls
......\......\d3dinit.bas
......\......\d3dutil.bas
......\......\frmMain.frm
......\......\mdlDeclarations.bas
......\......\mdlDirectX.bas
......\......\MSSCCPRJ.SCC
......\......\Particle.cls
......\......\Particles.exe
......\......\Particles.vbp
......\......\Particles.vbw
......\GameDev_net -- A Simple Point Sprite Based Particle Engine.htm
......\GameDev_net -- A Simple Point Sprite Based Particle Engine_files
......\................................................................\clear.gif
......\................................................................\discuss.gif
......\................................................................\dotsm.gif
......\................................................................\download.gif
......\................................................................\firetex2.jpeg
......\................................................................\gdlogo2.gif
......\................................................................\global.html
......\................................................................\global.js
......\................................................................\imgFireFX.jpeg
......\................................................................\imgParticle.jpeg
......\................................................................\line.gif
......\................................................................\pointsprite.png
......\................................................................\print.gif
......\................................................................\total.jpeg
......\source
......\......\colAnimatedSign.cls
......\......\colAtomic.cls
......\......\colBlueExplosion.cls
......\......\colBlueThrust.cls
......\......\colBlueTwirl.cls
......\......\colFireFX.cls
......\......\colFireyHeart.cls
......\......\colGalaxy.cls
......\......\colGreenPlasma.cls
......\......\colRedFlower.cls
......\......\colRedTwirl.cls
......\......\colSmokeFX.cls
......\......\colWormhole.cls
......\......\d3dinit.bas
......\......\d3dutil.bas
......\......\frmMain.frm
......\......\mdlDeclarations.bas
......\......\mdlDirectX.bas
......\......\MSSCCPRJ.SCC
......\......\Particle.cls
......\......\Particles.exe
......\......\Particles.vbp
......\......\Particles.vbw