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[DirextXDirect3D10

Description: Microsoft DirectX SDK (November 2007)\Samples\C++\Direct3D10
Platform: | Size: 9807872 | Author: zhuchudong | Hits:

[DirextXDirect3D

Description: Microsoft DirectX SDK (November 2007)\Samples\C++\Direct3D
Platform: | Size: 24224768 | Author: zhuchudong | Hits:

[DirextXBeginning_D3D_programming

Description: This book explains the key elements of Direct3D programming and shows you how to create some more advanced effects based on shader programming with the new shader programming languages, such as Microsoft’s High-Level Shader Language (HLSL). Additionally, cover some new material on Quake 2 and Quake 3 file formats for animated meshes.
Platform: | Size: 4616192 | Author: directshowprogramm | Hits:

[BooksRealtimeTerrainEngine

Description: 要想从头开始建立一个引擎的话,我们首先得需要有良好的基础。在这一部分,我们将 介绍最新的DirectX 9.0 并且好好看一下其SDK 里提供的DirectX 示例框架。出于简化的考虑, 我们将把引擎建立在微软提供好的一些类上。除此以外,我们还将研究一下DirectX9.0 的一 部分,Direct3D 扩展库(D3DX)。这个工具库将满足我们对3D 数学库的基本需要,同时也 给我们提供了加载,维护我们游戏资源的方法。 在DirectX 9.0 中,我们也将深入地研究HLSL 语言,HLSL 语言是类似与C 语言的开 发语言,它可以使着色器程序员在不借助底层汇编渲染代码的情况下编写顶点和像素着色器。 这是介绍我们今天的图形硬件3D 着色器编程的好方法。鉴于其易用性和可读性,这本书将 集中介绍HLSL 语言的使用而非底层汇编语言。 对于那些想要学习底层汇编语言的读者,HLSL 也可以作为一种辅助的学习手段。DirectX SDK 里的命令行式的HLSL 编译器(fxc.exe)通过使用/Fc 命令选项可以将HLSL 程序转换为汇 编语言文件。通过编写HLSL 代码和查看对应的汇编代码,读者就能够更加了解这两门语言。 将某些特定的代码改由汇编代码编写也可以大大地提高HLSL 代码的效率。-To build an engine from scratch, we must first need to have a good foundation. In this section, we will introduce the latest DirectX 9.0 and take a look at the DirectX SDK provides an example in the framework. For simplification reasons, we will provide a good engine built on Microsoft, a number of class. In addition, we will also look at part of DirectX9.0, Direct3D Extension Library (D3DX). The tool library will meet our basic needs of 3D math library, but also provides us with a load, maintenance of our game resources. In DirectX 9.0, we will study in depth HLSL language, HLSL language is similar to C language development language that allows programmers shader rendering code compiled without the aid of the underlying case of the preparation of vertex and pixel shader. This is to introduce today s graphics hardware 3D shader programming a good way. Given its ease of use and readability, this book will focus on the use of language rather than the underlying HLSL assembly language. Fo
Platform: | Size: 2712576 | Author: Kylin | Hits:

[Multimedia DevelopVisualCvideoandaudioDevelop

Description: 利用Visual C++进行网络及多媒体(视频/音频)开发的书籍。书中精选了大量的具有商用价值的工程案例,包括视频捕捉系统、视频会议系统和远程视频监控系统的开发技术;网络、多媒体技术的底层实现,如MPEG-4的播放技术、编码技术和解码技术,XvidQP系统的开发等;MP3深入编程技术。另外,还对流行的网络、多媒体开发工具——微软的DirectX9.0进行了介绍,具体包括DirectShow、Direct3D、DirectSound和DirectMusic。在本书的最后一章,详细介绍了基于IBM ViaVoice的语音识别系统在上位机和下位机之间的通信的架构及实现,并给出了系统的关键技术与算法。. 并有每一章节的源代码,可直接编译,非常好的资料 -Using Visual C++ for network and multimedia (video/audio) development books. The book featured a large number of cases with the commercial value of the works, including video capture systems, video conferencing and remote video surveillance system development technology network, the underlying implementation of multimedia technology, such as MPEG-4 playback techniques, coding techniques and decoding technology, XvidQP system development, etc. MP3-depth programming. In addition, the popular Internet, multimedia development tools- Microsoft DirectX9.0 were introduced, specifically including DirectShow, Direct3D, DirectSound and DirectMusic. In the book s final chapter, detailing the IBM ViaVoice speech recognition-based system in the upper and lower machine communication between the structure and implementation, and gives the key technologies and algorithms. . And have each section of source code, can be directly compiled, very good information
Platform: | Size: 54008832 | Author: xtdxlx | Hits:

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