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[GDI-BitmapGDIWave

Description: GDI水波效果(DELPHI源码) 这是利用CnPack代码的水波算法制作的,只利用了GDI画图,在有的电脑上可能有闪烁。不久本工作室将提供DirectX画图的代码-GDI wave effect (DELPHI OSS) This is the code used CnPack algorithm produced wave The only use of GDI drawing, in some computers may have flickered. The studio will soon offer DirectX drawing code
Platform: | Size: 487917 | Author: 袁方成 | Hits:

[Other___Live

Description: 模拟生命环境,不过为了突出算法采用了GDI绘制,如果采用DirectX实现效果会更好。-life simulation environment, but in order to highlight the algorithm uses GDI drawing, If using DirectX achieve better results.
Platform: | Size: 28230 | Author: shenhua | Hits:

[2D GraphicBitbitchuli

Description: 昨天在论坛上,有人问起双缓冲的实现问题,想起网上这方面资料比较凌乱,而且多是 DirectX 相关的,今天特地在这里给大家简要的介绍一下双缓冲技术及其在 VC++ 的 GDI 绘图环境下的实现。 -yesterday at the forum, it was asked to achieve double-buffer issues, I think this information online comparison messy, DirectX is also more relevant, specially here today to briefly tell us about the double-buffer technology and the VC GDI drawing environment is achieved.
Platform: | Size: 1928192 | Author: nikker | Hits:

[GDI-BitmapGDIWave

Description: GDI水波效果(DELPHI源码) 这是利用CnPack代码的水波算法制作的,只利用了GDI画图,在有的电脑上可能有闪烁。不久本工作室将提供DirectX画图的代码-GDI wave effect (DELPHI OSS) This is the code used CnPack algorithm produced wave The only use of GDI drawing, in some computers may have flickered. The studio will soon offer DirectX drawing code
Platform: | Size: 487424 | Author: 袁方成 | Hits:

[Other___Live

Description: 模拟生命环境,不过为了突出算法采用了GDI绘制,如果采用DirectX实现效果会更好。-life simulation environment, but in order to highlight the algorithm uses GDI drawing, If using DirectX achieve better results.
Platform: | Size: 27648 | Author: shenhua | Hits:

[VC/MFCdirectx93d

Description: D3D学习文档 第一部分 必备的数学知识 第二部分 Direct3D基础 第二章 渲染管线 第三章 在Direct3D中绘制 第四章 色彩 第五章 灯光 第六章 纹理 第七章 混合 第八章 模版 第九章 字体 第十章 网格模型I 第十一章 网格模型II 第十二章 创建灵活的摄像机类 第十三章 地形渲染基础 第十四章 粒子系统 第十五章 选取 第十六章 高级着色器语言入门 第十七章 顶点着色器入门 第十八章 像素着色器入门 第十九章 效果架构-Display study documents the first part of the necessary mathematical knowledge of Direct3D based on the second chapter outlet with the third chapter in the pipeline Direct3D Drawing fourth chapter V color lighting texture Chapter VI Chapter VII of the 8th Mixed Chapter IX font template Chapter 10 Mesh I Chapter XI Mesh II Chapter 12 to create a flexible camera Category Chapter 13 Terrain Rendering based particle system Chapter 14 Chapter 15 Chapter 16 selected senior shader language portal Chapter 17 Vertex shader introductory chapter 18 pixel shader effects portal framework for chapter 19
Platform: | Size: 4288512 | Author: zhouyinye | Hits:

[Other Games03_

Description: 精通DirectX 3D图形与动画程序设计 第3章 坐标系与基本图元 48 3.1 Direct3D坐标系 48 3.2 Direct3D基本图元 49 3.3 使用顶点缓冲区绘制图形 52 3.3.1 创建顶点缓冲区 53 3.3.2 渲染顶点缓冲区图形 55 3.3.3 各种基本图元绘制 60 3.4 使用索引缓冲区绘制图形 62 3.5 图形渲染其他相关内容 68 3.5.1 灵活顶点格式 68 3.5.2 渲染状态 69 3.5.3 场景提交 72 3.5.4 图形反锯齿[antialiasing] 73 3.5.5 全屏幕显示 76 3.6 Direct3D中的颜色表示 77 3.7 资源的概念 79 3.8 小结 83 -Chapter 3 coordinate system with the basic 48 3.1 Direct3D pixel coordinate system 48 3.2 Direct3D basic graphic element 49 3.3 graphics rendering using vertex buffer to create 52 3.3.1 Vertex Buffer 53 3.3.2 Vertex Buffer rendering graphics 55 3.3.3 of the basic drawing primitives 60 3.4 graphics rendering the use of the index buffer 62 3.5 graphics rendering other related content 68 3.5.1 flexible vertex format 68 3.5.2 Status 69 3.5.3 rendering scenes submitted 72 3.5.4 Anti-aliasing graphics [antialiasing] 73 3.5.5 full-screen display 76 3.6 Direct3D in 77 colors express the concept of 3.7 Resources 79 3.8 Summary 83
Platform: | Size: 220160 | Author: Diego Guo | Hits:

[Other Games10_

Description: 精通DirectX 3D图形与动画程序设计 第10章 字体与文本显示 230 10.1 二维文本绘制 230 10.2 三维文本绘制 235 -Proficient in DirectX 3D graphics and animation programming Chapter 10 fonts and text display text 230 10.1 Two-dimensional mapping of three-dimensional text 230 10.2 Drawing 235
Platform: | Size: 64512 | Author: Diego Guo | Hits:

[DirextX200611251918562

Description: 这是利用CnPack代码的水波算法制作的,只利用了GDI画图,在有的电脑上可能有闪烁。不久本工作室将提供DirectX画图的代码 -This is the use of the water code CnPack algorithm produced only use the GDI to draw, in some computers may be blinking. Soon the studio will provide DirectX drawing code
Platform: | Size: 487424 | Author: 许秀亮 | Hits:

[VC/MFCDBBTest

Description: 这是一个关于VC++双缓冲解析的示 例源代码,以前经常在论坛上见到不少人在讨论双缓冲的问题,后来自己也在网上找过资料,但感觉有些凌乱,且大多是 DirectX 相关的,没有一个让新手们参考的实例,于是自己做了一个,主要说明双缓冲技术的原理以及双缓冲在 VC++ 的 GDI 绘图环境下的实现方法例源代码-This is a double-buffering on the VC++ parsing shows this is a double-buffering on the VC++ sample source code for parsing the past, often at the forum to see a lot of people are talking about double-buffering problems, and later he himself was the Internet is over information, but feel a bit messy, mostly DirectX related, so that novices do not have a reference to an instance, so one has done one, mainly to explain the principle of double-buffering and double buffering in GDI in the VC++ Implementation of the drawing environment cases of source code
Platform: | Size: 20480 | Author: 李峰 | Hits:

[CSharpSHCTest

Description: 这是一个关于VC++双缓冲解析的示例源代码,以前经常在论坛上见到不少人在讨论双缓冲的问题,后来自己也在网上找过资料,但感觉有些凌乱,且大多是 DirectX 相关的,没有一个让新手们参考的实例,于是自己做了一个,主要说明双缓冲技术的原理以及双缓冲在 VC++ 的 GDI 绘图环境下的实现方法-This is a double-buffering on the VC++ sample source code analysis, previously often seen many people on the forum discussing the problem of double buffering, and later he himself was looked for information online, but it feels a little messy, and are mostly related to DirectX , there is no reference to an instance of rookies, so own one, mainly to explain the principles of double-buffering and double buffering in GDI VC++ for Implementation of the drawing environment
Platform: | Size: 15360 | Author: xyhuang | Hits:

[DirextXsimut

Description: 原来做了一个内部版本号为1.0.0.0发行版本号为Beta的仿真软件,当时只是发布在中国无损检测论坛上。个人觉得很糟,不仅代码冗长(上了600KB),而且功能也不及这个软件。 后来改了几次,效果都不太理想。不是速度跟不上刷新,就是出现一些莫名奇妙的波。15号的时候决定推倒重做,放弃以前用画板作图的习惯,改用DirectX绘制波形。感觉还可以。 目前只是单声线跟踪,所以有点假~~ 下面进入正文-Had done an internal version number for the Beta release version 1.0.0.0 of the simulation software, was just published in the China Forum on non-destructive testing. People feel bad, not only the long code (on the 600KB), and the feature does not and the software. Was changed several times, the effects were not ideal. Refresh is not keeping pace, that is, some baffling wave. 15 over from scratch when the decision to give up the habit before drawing with drawing board, use DirectX to draw the waveform. Feeling also. Currently only a single sound track, so a little bit into the body of the following false ~ ~ ... ...
Platform: | Size: 1243136 | Author: 飞轩泠 | Hits:

[DirextXDrawInScreen-No-DirectX

Description: 在屏幕上作图,在程序窗体之外--无须DirectX实现 -Drawing on the screen, beyond the form in the program- no need to implement DirectX
Platform: | Size: 1024 | Author: 池超奇 | Hits:

[DirextXDirectDraw

Description: DirectDraw的高性能表面,DDraw是面向表面的作图系统,所谓面向表面就是说所有作图不是只是针对屏幕(显存)的,而是针对一块作图区域,你可以在作图区域上面画点,线绘图片然后可以在区域与区域之间拷贝图形,这种作图区域在微软的DirectX中被叫做表面(Surface),在其他开发包中被叫做位图(Bitmap)或者图层(Layer),总之都可以称为面向表面的作图系统,这是最灵活高效的作图方式。-High-performance DirectDraw surface, DDraw surface-oriented mapping systems, the so-called mapping for all of the surface that is not just for the screen (memory), but against a plot area, you can plot area above draw points, lines, drawing pictures and then you can copy graphics from region to region, this mapping in the region called Microsoft' s DirectX surface (Surface), in other development package is called a bitmap (Bitmap) or layer ( Layer), a word can be called for surface mapping system, which is drawing the most flexible and efficient way.
Platform: | Size: 28672 | Author: zs | Hits:

[DirextXDirectX-3D-game-program-design

Description: 第一部分:必备的数学知识 第二部分:Direct3D基础 第一章初始化Direct3D 第二章渲染管线 第三章在Direct3D中绘制 第四章 色彩 第五章 灯光 第六章 纹理 第七章 混合 第八章 模版 第三部分 实用的Direct3D 第九章 字体 第十章 网格模型I 第十一章 网格模型II 第十二章 创建灵活的摄像机类 -1.Direct3D Initialization 2.The Rendering Pipeline 3.Drawing in Direct3D 4.Color 5.Lighting 6.Texturing 7.Blending 8.Stenciling 9.Fonts 10.Meshes Part I 11.Meshes Part II 12.Building a Flexible Camera Class
Platform: | Size: 4334592 | Author: | Hits:

[DirextXlight

Description: 在directx中通过c++绘制了一个旋转的木桶,并且给木桶打上了不同种的灯光,按键更换灯光效果,给初学者一个参考。-In directx c++ drawing a rotating barrel to the barrel marked with different kinds of lights, buttons to replace the lighting effects, a reference to the beginner.
Platform: | Size: 2883584 | Author: gyf | Hits:

[VC/MFC3D.GAME.Programming.with.DirectX.9.0

Description: 《DirectX9.03D游戏开发编程基础》主要介绍如何使用DirectX9.0开发交互式3D图形程序,重点是游戏开发。全书首先介绍了必要的数学工具,然后讲解了相关的3D概念。其他主题几乎涵盖了Direct3D中的所有基本运算,例如图元的绘制、光照、纹理、Alpha融合、模板,以及如何使用Direct3D实现游戏中所需的技术。介绍顶定点着色器和像素着色器的章节(包含了效果框架和新的高级着色语言的内容)对这些关键运算进行了较为集中的讨论。 传说中的龙书-" DirectX9.03D Game Development Programming Fundamentals describes how to use DirectX9.0 develop interactive 3D graphics applications, with emphasis on game development. The book first introduces the mathematical tools necessary, and then to explain the concept of the 3D. Other topics cover almost all the basic operations in Direct3D such as primitive drawing, light, texture, Alpha integration, template, and how to use Direct3D game technology. The chapters introduce top fixed-point shader and pixel shader (including the effect framework and new high-level shading language) is more focused discussion on these critical computing. Legendary Dragon Book
Platform: | Size: 26108928 | Author: liulang | Hits:

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