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  • Update : 2012-11-26
  • Size : 158kb
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  • Author :wan****
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Introduction - If you have any usage issues, please Google them yourself
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.
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......\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
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