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📁 国外游戏开发者杂志1997年第九期配套代码
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<title>Mixed Rendering Demo Documentation (XDC 97)</title>
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<p align="center">&nbsp;</p>

<p align="center"><font size="6">&quot;Marble Bagels in the
Tunnel&quot;</font></p>

<p align="center"><br>
<marquee align="middle">Marble Bagels in the Tunnel... the next great cult movie coming to a computer near you ;-)</marquee><br>
</p>

<hr>


<P><B>Note from Game Developer magazine editors:<BR> Corrections to the September "Mixed Rendering" article</B></A><BR>
<FONT face="arial,helvetica">The article "Implementing Mixed Rendering," inadvertantly reversed figures 2a (pg. 36) and 2b (pg. 38).   Also, the title for figure 2b (the true figure 2b) should be "Texture mapping composite and double buffer in SW thread."  Second, we inadvertantly omitted credit for one of the authors, Herb Marselas.  Mr Marselas is a Senior Engineer with the Intel Platform Architecture Lab.  Having written a variety of software, Mr. Marselas is now focused on hardware and software issues in increasing 3D graphics performance.  He can be reached at <A HREF="mailto:Herb_Marselas@ccm.jf.intel.com">Herb_Marselas@ccm.jf.intel.com</A>.  </FONT></P>

<HR>



<p><font size="1"><i>Note: Information in this document is
provided in connection with Intel products. No license, express
or implied, by estoppel or otherwise, to any intellectual
property rights is granted by this document or by the sale of
Intel products. Except as provided in Intel's Terms and
Conditions of Sale for such products, Intel assumes no liability
whatsoever, and Intel disclaims any express or implied warranty,
relating to sale and/or use of Intel products including liability
or warranties relating to fitness for a particular purpose,
merchantability, or infringement of any patent, copyright or
other intellectual property right. Intel products are not
intended for use in medical, life saving, or life sustaining
applications. Intel retains the right to make changes to
specifications and product descriptions at any time, without
notice.</i></font> </p>

<p><font size="1">OverDrive and Pentium are registered trademarks
and Intel486, Intel487, Intel386, Intel387, and i486 are
trademarks of Intel Corporation. </font></p>

<p><font size="1">**Third-party brands and trademarks are the
property of their respective owners.</font> </p>

<p><font size="1">(C) Copyright 1997 Intel Corporation. All
rights Reserved. <br>
</font></p>

<hr>

<p><i>Note: This application has been tested on with a Diamond
Monster (3Dfx), a 3D Blaster (Rendition) and a Matrox Mystique
under DirectX release 5. The application requires a 3D HW card
with at least 4 Mbytes of memory - 2 Mbyte cards are not
adequate. It also requires a computer with a CPU enabled for
Intel's MMX&trade; technology. Please remember that it is demo
software and is only meant to illustrate the Mixed Rendering
methodology. </i><b><i>Don't expect it to be bug free.</i></b><i>
If you have particular questions or comments on the code, please
feel free to contact me. - H. Barad </i><a
href="mailto:%20barad@iil.intel.com"><i>barad@iil.intel.com</i></a>
<br>
</p>

<p><font size="4">The torus in the mixed rendering application is
made up of about 400 polygons. It's procedurally textured in
real-time using Perlin noise that's been optimized for MMX&trade;
technology. <br>
</font></p>

<p><font color="#0000FF" size="4" face="Courier New"><b><tt><u>User
interface</u></tt></b></font></p>

<ul>
    <li><font size="4">To stop the mixed rendering app press
        Alt+F4 or Esc.</font> </li>
    <li><font size="4">When you start up the application, you
        will notice that the polygon to texture to is completely
        white. This illustrates the size and shape of the SPOT
        (Single POlygon Texture) that is being used for the
        composite. To enable the procedurally textured torus,
        select the texture menu (&lt;Alt&gt;-T) and then select a
        16-bit texture format (e.g. 565 format). You will then
        see a lit, procedurally textured torus that is composited
        using transparent texture mapping. You might want to play
        with some of the lighting and texturing features as
        described below.</font> </li>
    <li><font size="4">The following keys are available for the
        standalone app:</font> </li>
</ul>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F1 -
toggle lighting on/off</tt></b></font> </p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F2 -
change the power of cosine for illumination</tt></b></font> </p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F3 -
toggle complex/simple shading(only when light on)</tt></b></font>
</p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F4 -
cloud effect on torus</tt></b></font> </p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F5 -
toggle texture resolution fixed/changing</tt></b></font><font
size="5"> </font></p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F6 -
change the number of noise octaves 2,3,4,5,6</tt></b></font><font
size="5"> </font></p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F7 -
change the style/color of the marble texture</tt></b></font> </p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F8 -
toggle between marble and wood textures</tt></b></font> </p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F9 -
toggle Z-buffering on torus</tt></b></font> </p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F10 -
toggle between BLT and texture/SPOT compositing methods</tt></b></font>
</p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F11 -
scale up the object</tt></b></font><font size="5"> </font></p>

<p><font color="#000000" face="Courier New"><b><tt>Ctrl-F12 -
scale down the object</tt></b></font><font size="5"> <br>
</font></p>

<p>When the wood is loaded, the light is shutoff.</p>

<p><font size="4"><br>
</font>The <font size="4">simple </font>shading is just (very)
simplified Phong-like shading. The <font size="4">complex </font>one
is based on object normal's perturbation by the noise. This
affect can be done in two methods.</p>

<p><font size="4"><br>
</font>For more detailed documentation look at the code,
procedural.c .</p>

<p><font size="4"><br>
<br>
</font><font color="#0000FF" size="5" face="Courier New"><b><tt><u>Code</u></tt></b></font></p>

<p><tt><br>
</tt></p>

<p>This code is quick illustration of procedural texture mapping
using fixed-point arithmetic and MMX&trade; Technology. Some
parts of the application were not optimized ,and we expect better
performance after fine tuning.</p>

<p><br>
</p>

<p>Note: some of the .c/.cpp files are D3D files from
\dxsdk\sdk\samples\misc that were changed by us, so if you want
to build the demo use the files provided in the zip file and not
the regular D3D files from the misc directory. </p>

<p><br>
<br>
<font color="#0000FF" size="5" face="Courier New"><b><tt><u>Compilation</u></tt></b></font></p>

<p><tt><br>
</tt></p>

<p>To compile the code you should create a project of
'application' kind under MSVC and insert all the .c, .cpp, .asm
(or .obj if you don't want to deal with .asm compiling) files
from the zip archive.</p>

<p><br>
</p>

<p>To assemble the .asm files you will need MASM 6.11d and add to
your MSCV setting: </p>

<p><br>
</p>

<p><font color="#000000" size="2" face="Courier New"><b><tt>'path'\ml
-c -Zi -coff -Fo$(TargetDir)\$(InputName).obj $(InputPath) under
build command, under 'output files' add
$(TargetDir)\$(InputName).obj</tt></b></font></p>

<p><tt><br>
</tt></p>

<p>As well add:</p>

<p>Under 'C/C++-preprocessor': 'path'\dxsdk\sdk\inc </p>

<p>Under 'link': 'path'\dxsdk\sdk\lib\ddraw.lib </p>

<p>In the mixed app put the .ppm files in the directory where the
app(.exe) is, or in the directory where the .mdp is if you want
to run it from msdev.</p>

<p><font color="#0000FF" size="5"><strong><tt><u>Bugs</u></tt></strong></font></p>

<p>When compiling under MSVC 4.2 under &quot;Release Mode,&quot;
the optimizations cause a texture problem to the Tunnel texture.
Therefore, we suggest compiling under &quot;Debug Mode&quot;
without the optimizations. However, for added performance we
suggest turning optimizations on for render.c.</p>
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