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Introduction to 3D Game Programming with DirectX 11 PDF 下载


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时间:2021-12-06 08:57来源:http://www.java1234.com 作者:转载  侵权举报
Introduction to 3D Game Programming with DirectX 11 PDF 下载
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Introduction to 3D Game Programming with DirectX 11 PDF 下载


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Since version 7.0, DirectX has shipped with the D3DX (Direct3D Extension) library. This library provides a
set of functions, classes, and interfaces that simplify common 3D graphics related operations, such as math
operations, texture and image operations, mesh operations, and shader operations (e.g., compiling and
assembling). That is to say, D3DX contains many features that would be a chore to implement on your own.
We use the D3DX library throughout this book because it allows us to focus on more interesting material.
For instance, we would rather not spend pages explaining how to load various image formats (e.g., .bmp,
.jpeg) into a Direct3D texture interface when we can do it in a single call to the D3DX function
D3DxiicreateTextureFromFiie. In other words, D3DX makes us more productive and lets us focus more on
actual content rather than spending time reinventing the wheel.
Other reasons to use D3DX:
1. D3DX is general and can be used with a wide range of different types of 3D applications.
2. D3DX is fast, at least as fast as general functionality can be.
3. Other developers use D3DX. Therefore, you will most likely encounter code that uses D3DX.
Consequently, whether you choose to use D3DX or not, you should become familiar with it so that you
can read code that uses it.
4. D3DX already exists and has been thoroughly tested. Furthermore, it becomes more improved and
feature rich with each iteration of DirectX.
USING THE DIRECTX SDK DOCUMENTATION AND SDK SAMPLES
Direct3D is a huge API and we cannot hope to cover all of its details in this one book. Therefore, to
obtain extended information it is imperative that you learn how to use the DirectX SDK documentation. You
can launch the C++ DirectX online documentation by executing the windows_graphics.chm file in the
DirectX SDK\Documentation\DirectX9 directory, where DirectX SDK is the directory you installed
DirectX to. In particular, you will want to navigate to the Direct3D 11 section (see Figure 1).
The DirectX documentation covers just about every part of the DirectX API; therefore it is very useful as a
reference, but because the documentation doesn't go into much depth, or assumes some previous
knowledge, it isn't the best learning tool. However, it does get better and better with every new DirectX
version released.
Figure 1. Direct3D Programming Guide in the DirectX documentation.
As said, the documentation is primarily useful as a reference. Suppose you come across a DirectX related
type or function, say the function iD3DiiDevice:: createBuffer, for which you would like more information.
You simply do a search in the documentation index and you get a description of the object type, or in this
case function; see Figure 2.
In this book we may direct you to the documentation for further details from time to
time.
We would also like to point out the available Direct3D sample programs that ship with DirectX SDK. The
C++ Direct3D samples are located in the DirectX SDK\ Samples\C++\Direct3D10 and DirectX
SDK\Samples\C++\Direct3Dll directories. Each sample illustrates how to implement a particular effect
in Direct3D. These samples are fairly advanced for a beginning graphics programmer, but by the end of this
book you should be ready to study them. Examination of the samples is a good "next step" after finishing
this book. Note that we mentioned both the Direct3D 10 and Direct3D 11 samples. Direct3D 11 extends
Direct3D 10 with new features, so Direct3D 10 techniques still apply when making a Direct3D 11
application; hence, it is still worthwhile to study the Direct3D 10 samples to see how a particular effect can
be implemented.
 

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