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04_
Description:
精通DirectX 3D图形与动画程序设计 第4章 顶点坐标变换 84 4.1 顶点坐标变换和光照流水线概述 84 4.2 矩阵类型及其操作 86 4.3 世界变换 89 4.4 取景变换 92 4.5 投影变换 94 4.6 视区变换 98 4.7 获取Direct3D坐标变换矩阵 101 4.8 三维坐标变换示例程序 102 -Proficient in DirectX 3D graphics and animation programming Chapter 4 vertex coordinate transformation 84 4.1 vertex coordinate transformation and lighting pipeline overview 84 4.2 matrix types and their operation 86 4.3 Transform the World 89 4.4 viewfinder Transform 92 4.5 projection transformation, as the District 94 4.6 Transform 98 4.7 Access Direct3D coordinate transformation matrix, 101 4.8 Examples of three-dimensional coordinate transformation process 102
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Diego Guo
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