📄 delphi resources - directx 9_0 sdk.mht
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Shading=20
Language) and assembler implementations. <BR><BR><A=20
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/DepthOfField.=
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_DolphinVS><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/DolphinVS.zip=
">DolphinVS.zip</A><BR><BR>24-Jan-2003<BR>115Kb<BR><BR><BR><BR><BR><BR><B=
R><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/DolphinVS.zip=
"><IMG=20
height=3D125 alt=3D"DolphinVS image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/DolphinVS.jpg"=20
width=3D183 align=3Dleft border=3D0></A> The =
<B>DolphinVS sample</B>=20
shows an underwater scene of a dolphin swimming, with =
caustic=20
effects on the dolphin and seafloor. The dolphin is =
animated=20
using a technique called "tweening". The underwater =
effect=20
simply uses fog, and the water caustics use an =
animated set of=20
textures. These effects are achieved using vertex=20
shaders<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/DolphinVS.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_EnvMapping><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/EnvMapping.zi=
p">EnvMapping.zip</A><BR><BR>30-Dec-2003<BR>603Kb<BR></A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/EnvMapping.zi=
p"><IMG=20
height=3D113 alt=3D"CubeMap image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/EnvCubeMap.jpg"=20
width=3D150 align=3Dleft border=3D0></A> The =
<B>CubeMap sample</B>=20
demonstrates an environment mapping technique called =
cube=20
mapping. Environment mapping is a technique in which =
the=20
environment surrounding a 3-D object, such as the =
lights, is=20
put into a texture map, so that the object can have =
complex=20
lighting effects without expensive lighting =
calculations.=20
<BR><BR><BR><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/EnvMapping.zi=
p"><IMG=20
height=3D113 alt=3D"FishEye image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/EnvFishEye.jpg"=20
width=3D150 align=3Dright border=3D0></A> The =
<B>FishEye sample</B>=20
shows a fish-eye lens effect that can be achieved =
using cube=20
maps. <BR><BR><BR><BR><BR><BR><BR><BR><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/EnvMapping.zi=
p"><IMG=20
height=3D113 alt=3D"SphereMap image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/EnvSphereMap.jpg"=20
width=3D150 align=3Dleft border=3D0></A> The =
<B>SphereMap sample</B>=20
demonstrates an environment mapping technique called =
sphere=20
mapping. Environment mapping is a technique in which =
the=20
environment surrounding a 3-D object, such as the =
lights, are=20
put into a texture map, so that the object can have =
complex=20
lighting effects without expensive lighting =
calculations.=20
<BR><U><STRONG>NOTE</STRONG></U>: This sample is no =
longer=20
included in original MS DirectX SDK. <BR><BR><A =
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/EnvMapping.zi=
p">Download=20
them (archive contains source, EXE files)</A>. =
</TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_Fur><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Fur.zip">Fur.=
zip</A><BR><BR>30-Dec-2003<BR>1342Kb<BR></A></DIV></TD>
<TD class=3Dnzone_even><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Fur.zip"><IMG=
=20
height=3D150 alt=3D"Fur sample image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/Fur.jpg"=20
width=3D200 align=3Dright border=3D0></A> The =
<STRONG>Fur=20
sample</STRONG> shows how to do real-time fur =
rendering. This=20
sample implementation is tied to cube but contains all =
the=20
code and media files to render any other fur meshes. =
Sample do=20
not require hi-end hardware and should be run even on=20
TNT-class video cards - only with vertex shader code =
processed=20
by CPU. <BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Fur.zip">Down=
load=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_HDRCubeMap><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/HDRCubeMap.zi=
p">HDRCubeMap.zip</A><BR><BR>25-Apr-2004<BR>204Kb<BR><BR><BR><BR><BR><BR>=
<BR><BR><BR><BR><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/HDRCubeMap.zi=
p"><IMG=20
height=3D180 alt=3D"HDRCubeMap sample image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/HDRCubeMap.jpg"=20
width=3D240 align=3Dleft border=3D0></A> The =
<STRONG>HDRCubeMap=20
sample</STRONG> demonstrates cubic environment-mapping =
with=20
floating-point textures and high dynamic range =
lighting. In=20
DirectX 9.0, floating-point formats have become =
available for=20
textures. These formats can store color values higher =
than=20
1.0, which can make lighting effects more realistic on =
the=20
environment-mapped mesh when the material absorbs part =
of the=20
light.<BR><U>Note</U> that not all cards support all =
features=20
for the environment-mapping and high dynamic range =
lighting=20
techniques. <BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/HDRCubeMap.zi=
p">Download=20
it (archive contains source and EXE)</A>. </TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A =
name=3DD3Dex_HLSLWithoutEffects><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/HLSLWithoutEf=
fects.zip">HLSLWithoutEffects.zip</A><BR><BR>28-Jan-2004<BR>126Kb<BR><BR>=
<BR><BR><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/HLSLWithoutEf=
fects.zip"><IMG=20
height=3D176 alt=3D"HLSLWithoutEffects sample image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/HLSLWithoutEffects.gif"=
=20
width=3D214 align=3Dright border=3D0></A> This=20
<STRONG>HLSLWithoutEffects sample</STRONG> shows an =
example of=20
how to use Microsoft Direct3D's High-Level Shader =
Language=20
(HLSL), without the use of the Direct3D Extension =
(D3DX)=20
effect interfaces. Not using the ID3DXEffect interface =
is a=20
more difficult method of using HLSL. See the BasicHLSL =
sample=20
for a simpler method of using HLSL. <BR><BR><A =
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/HLSLWithoutEf=
fects.zip">Download=20
it (archive contains source and EXE)</A>. </TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_Lighting><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Lighting.zip"=
>Lighting.zip</A><BR><BR>30-Dec-2003<BR>110Kb<BR></A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Lighting.zip"=
><IMG=20
height=3D150 alt=3D"Lighting image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/Lighting.jpg"=20
width=3D200 align=3Dleft border=3D0></A> The =
<B>Lighting samples</B>=20
shows how to use D3D lights when rendering. It shows =
the=20
difference between the various types of lights =
(ambient,=20
point, directional, spot), how to configure these =
lights, and=20
how to enable and disable them. <BR><BR><A =
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Lighting.zip"=
>Download=20
it (archive contains source and executable)</A>.=20
<BR><BR><BR><U><STRONG>NOTE</STRONG></U>: This sample =
is no=20
longer included in original MS DirectX SDK. </TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_LightingVS><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/LightingVS.zi=
p">LightingVS.zip</A><BR><BR>30-Dec-2003<BR>119Kb<BR></A></DIV></TD>
<TD class=3Dnzone_even><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/LightingVS.zi=
p"><IMG=20
height=3D150 alt=3D"LightingVS image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/LightingVS.jpg"=20
width=3D200 align=3Dright border=3D0></A> The =
<B>LightingVS=20
sample</B> is an extension of the Lighting sample that =
adds=20
vertex shader implementations of lighting. It lets you =
add=20
multiple lights and compare the output and performance =
between=20
the vertex shader lights and the fixed-function =
pipeline=20
lights. <BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/LightingVS.zi=
p">Download=20
it (archive contains source and executable)</A>. =
</TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_Meshes><A=20
name=3DD3Dex_SkinnedMesh><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Meshes.zip">M=
eshes.zip</A><BR><BR>30-Dec-2003<BR>1009Kb<BR></A></A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Meshes.zip"><=
IMG=20
height=3D150 alt=3D"EnhancedMesh image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/EnhancedMesh.jpg"=20
width=3D200 align=3Dright border=3D0></A> <BR><BR>The=20
<B>EnhancedMesh sample</B> shows how to use D3DX to =
load and=20
enhance a mesh. The mesh is enhanced by increasing the =
vertex=20
count using N-Patch tesselation algorithm. =
<BR><BR><BR><BR><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Meshes.zip"><=
IMG=20
height=3D150 alt=3D"OptimizedMesh image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/OptimizedMesh.jpg"=20
width=3D200 align=3Dleft border=3D0></A> =
<BR><BR><BR>The=20
<B>OptimizedMesh sample</B> illustrates how to load =
and=20
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