📄 delphi resources - directx 9_0 sdk.mht
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files.=20
There are Direct3D files (D3DSaver) what still need =
Delphi=20
conversion...<BR>Also DDUtil unit (DirectDraw =
utilities) is=20
included - initially converted by Dominique Louis. =
<BR><BR><A=20
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Common.zip">D=
ownload=20
it</A>. </TD></TR>
<TR>
<TD height=3D80></TD>
<TD>
<TABLE cellSpacing=3D2 cellPadding=3D2 border=3D4>
<TBODY>
<TR>
<TD><B>NOTE: All Direct3D samples require <A=20
=
href=3D"http://clootie.narod.ru/delphi/download_dx90.html#D3Dex_Common">S=
ample=20
DirectX Framework<A> (it's just above - <A =
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Common.zip">C=
ommon.zip</A>)=20
to compile!</B></TD>
<TD></TD></TR></TBODY></TABLE></TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_BasicHLSL><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/BasicHLSL.zip=
">BasicHLSL.zip</A><BR><BR>28-Jan-2004<BR>163Kb<BR><BR><BR><BR><BR><BR><B=
R><BR><BR><SUP>Free=20
Pascal compatible</SUP> </A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/BasicHLSL.zip=
"><IMG=20
height=3D166 alt=3D"BasicHLSL image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/BasicHLSL.gif"=20
width=3D200 align=3Dright border=3D0></A> The =
<STRONG>BasicHLSL=20
sample</STRONG>shows a simple example of the =
High-Level Shader=20
Language (HLSL) using an effect interface smoke, =
explosions,=20
and more. This sample simply loads a mesh, creates an =
effect=20
from a file, and then uses the effect to render the =
mesh. The=20
effect that is used is a simple vertex shader that =
animates=20
the vertices based on time.<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/BasicHLSL.zip=
">Download=20
it (archive contains source, media files, EXE)</A>. =
</TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_Billboard><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Billboard.zip=
">Billboard.zip</A><BR><BR>30-Dec-2003<BR>114Kb<BR></A></DIV></TD>
<TD class=3Dnzone_even><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Billboard.zip=
"><IMG=20
height=3D146 alt=3D"Billboard image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/Billboard.jpg"=20
width=3D200 align=3Dleft border=3D0></A> The =
<STRONG>Billboard=20
sample</STRONG> illustrates the billboarding =
technique. Rather=20
than rendering complex 3D models (such as a =
high-polygon tree=20
model), billboarding renders a 2D image of the model =
and=20
rotates it to always face the eyepoint. <BR>This =
technique is=20
commonly used to render trees, clouds, smoke, =
explosions, and=20
more.<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Billboard.zip=
">Download=20
it (archive contains source, EXE)</A>. </TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_Blobs><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Blobs.zip">Bl=
obs.zip</A><BR><BR>09-Feb-2004<BR>279Kb<BR><BR><BR><BR><BR><BR><BR><BR><B=
R><BR><SUP>Free=20
Pascal compatible</SUP> </A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Blobs.zip"><I=
MG=20
height=3D120 alt=3D"Blobs image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/Blobs.jpg"=20
width=3D160 align=3Dright border=3D0></A> The <B>Blobs =
sample</B>=20
mimics a metaball effect in screen space using a pixel =
shader.=20
True metaball techniques deform surfaces according to =
pushing=20
or pulling modifiers, and are commonly used to model =
liquid=20
effects like the merging of water droplets; however, =
metaball=20
effects can be computationally expensive, and this =
sample=20
shows how to fake a 3D metaball effect in 2D image =
space using=20
a pixel shader.<BR>More extensive documentation can be =
found=20
in Readme.html in sample archive. <BR><BR><A =
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Blobs.zip">Do=
wnload=20
it (archive contains source, EXE and media files)</A>. =
</TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_ClipMirror><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/ClipMirror.zi=
p">ClipMirror.zip</A><BR><BR>30-Dec-2003<BR>149Kb<BR></A></DIV></TD>
<TD class=3Dnzone_even><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/ClipMirror.zi=
p"><IMG=20
height=3D150 alt=3D"ClipMirror image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/ClipMirror.jpg"=20
width=3D200 align=3Dleft border=3D0></A> The =
<B>ClipMirror=20
sample</B> demonstrates the use of custom-defined clip =
planes.=20
A 3D scene is rendered normally, and then again in a =
2nd pass=20
as if reflected in a planar mirror. Clip planes are =
used to=20
clip the reflected scene to the edges of the mirror.=20
<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/ClipMirror.zi=
p">Download=20
it (archive contains source, EXE and media files)</A>. =
<BR><BR><U><STRONG>NOTE</STRONG></U>: This sample is =
no longer=20
included in original MS DirectX SDK. </TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_ClipVolume><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/ClipVolume.zi=
p">ClipVolume.zip</A><BR><BR>30-Dec-2003<BR>112Kb<BR></A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/ClipVolume.zi=
p"><IMG=20
height=3D150 alt=3D"ClipVolume image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/ClipVolume.jpg"=20
width=3D200 align=3Dright border=3D0></A> The =
<B>ClipVolume=20
sample</B> demonstrates a technique for using shaders =
to=20
"subtract" a sphere from an arbitrary model when =
rendering.=20
This technique could be useful in visualization =
applications=20
to see inside complex objects. The sample also shows =
how to=20
perform two-sided lighting and pixel level clipping =
via=20
texkill. <BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/ClipVolume.zi=
p">Download=20
it (archive contains source, EXE and media files)</A>. =
</TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_CompiledEffect><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/CompiledEffec=
t.zip">CompiledEffect.zip</A><BR><BR>09-Feb-2004<BR>165Kb<BR><BR><BR><BR>=
<BR><SUP>Free=20
Pascal compatible</SUP> </A></DIV></TD>
<TD class=3Dnzone_even><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/CompiledEffec=
t.zip"><IMG=20
height=3D120 alt=3D"CompiledEffect image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/CompiledEffect.jpg"=20
width=3D160 align=3Dleft border=3D0></A> The =
<B>CompiledEffect=20
sample</B> shows how an ID3DXEffect object can be =
compiled=20
when the project is built and loaded directly as a =
binary file=20
at run time. This sample can be treaded like BasicHLSL =
modified to use precompiled EffectFile. <BR><BR><A =
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/CompiledEffec=
t.zip">Download=20
it (archive contains source, EXE and media files)</A>. =
</TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_Cull><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Cull.zip">Cul=
l.zip</A><BR><BR>30-Dec-2003<BR>124Kb<BR></A></DIV></TD>
<TD class=3Dnzone_odd>The <B>Cull sample</B> illustrates =
how to=20
cull objects whose object bounding box (OBB) does not=20
intersect the viewing frustum. By not passing these =
objects to=20
Microsoft® Direct3D®, you save the time that =
would be spent by=20
Direct3D transforming and lighting these objects, =
which will=20
never be visible. The time saved could be significant =
if there=20
are many such objects or if the objects contain many=20
vertices.<BR><BR><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Cull.zip"><IM=
G=20
height=3D150 alt=3D"Cull image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/Cull.jpg"=20
width=3D300 align=3Dright border=3D0></A> More =
elaborate and=20
efficient culling can be done by creating hierarchies =
of=20
objects, with bounding boxes around groups of objects, =
so that=20
not every object's OBB has to be compared to the view=20
frustum.<BR><BR>It is more efficient to do this =
OBB/frustum=20
intersection calculation in your own code than to use =
Direct3D=20
to transform the OBB and check the resulting clip=20
flags.<BR><BR>You can adapt the culling routines in =
this=20
sample meet the needs of programs that you write. =
<BR><BR><A=20
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Cull.zip">Dow=
nload=20
it (archive contains source and EXE files)</A>. =
</TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_DepthOfField><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/DepthOfField.=
zip">DepthOfField.zip</A><BR><BR>30-Dec-2003<BR>606Kb<BR></A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/DepthOfField.=
zip"><IMG=20
height=3D150 alt=3D"DepthOfField image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/DepthOfField.jpg"=20
width=3D200 align=3Dright border=3D0></A> The =
<STRONG>DepthOfField=20
sample</STRONG> shows a technique for creating a=20
depth-of-field effect with Direct3D, in which objects =
are only=20
in focus at a given distance from the camera, and are =
out of=20
focus at other distances.<BR>Sample uses FX =
effect-file to=20
drive rendering for different hardware / techniques.=20
Techniques include PixelShader 1.1, PixelShader 1.4 =
and=20
PixelShader 2.0 variations with HLSL (High Level =
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