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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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