📄 delphi resources - directx 9_0 sdk.mht
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optimize a file-based mesh using the Microsoft® =
Direct3DX mesh=20
utility functions.<BR><BR><BR><BR><BR><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Meshes.zip"><=
IMG=20
height=3D150 alt=3D"ProgressiveMesh image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/ProgressiveMesh.jpg"=20
width=3D200 align=3Dright border=3D0></A> The =
<B>ProgressiveMesh=20
sample</B> illustrates how to load and optimize a =
file-based=20
mesh using the D3DX mesh utility functions. A =
progressive mesh=20
is one in which the vertex information is stored =
internally in=20
a special tree which can be accessed to render the =
mesh with=20
any given number of vertices. This procedure is fast, =
so=20
progressive meshes are ideal for level-of-detail =
scenarios,=20
where objects in the distance are render with fewer =
polygons.=20
<BR><BR><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Meshes.zip"><=
IMG=20
height=3D150 alt=3D"SkinnedMesh image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/SkinnedMesh.jpg"=20
width=3D200 align=3Dleft border=3D0></A> The =
<B>Skinned Mesh</B>=20
sample demonstrates loading and parsing hierarhy of =
X-file=20
frames using D3DX and using different hardware & =
software=20
ways to do skinning. Sample uses D3DX9 library mesh =
and=20
animation extentions a lot. To note a few of them:=20
ID3DXSkinInfo, ID3DXAllocateHierarchy implementation,=20
ID3DXAnimationController and corresponding D3DX =
functions.=20
<BR><BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Meshes.zip">D=
ownload=20
them (archive contains source, EXE and media =
files)</A>.=20
</TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_MultiAnimation><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/MultiAnimatio=
n.zip">MultiAnimation.zip</A><BR><BR>25-Apr-2004<BR>860Kb=20
</A></DIV></TD>
<TD class=3Dnzone_even><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/MultiAnimatio=
n.zip"><IMG=20
height=3D180 alt=3D"MultiAnimation image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/MultiAnimation.jpg"=20
width=3D240 align=3Dright border=3D0></A> This =
<B>MultiAnimation=20
sample</B> demonstrates mesh animation with multiple =
animation=20
sets using HLSL skinning and D3DX's animation =
controller. The=20
animation controller blends animation sets together to =
ensure=20
a smooth transition when moving from one animation to=20
another.<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/MultiAnimatio=
n.zip">Download=20
it (archive contains source, most media files and =
EXE)</A>.=20
</TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_Pick><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Pick.zip">Pic=
k.zip</A><BR><BR>30-Dec-2003<BR>154Kb<BR></A></DIV></TD>
<TD class=3Dnzone_even><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Pick.zip"><IM=
G=20
height=3D150 alt=3D"Pick image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/Pick81.jpg"=20
width=3D200 align=3Dleft border=3D0></A> The <B>Pick =
sample</B>=20
shows how to implement picking; that is, finding which =
triangle in a mesh is intersected by a ray. In this =
case, the=20
ray comes from mouse coordinates.<BR>To do this =
inverse=20
transform is calculated and triangle is searched in =
displayed=20
mesh.<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Pick.zip">Dow=
nload=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_PointSprites><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/PointSprites.=
zip">PointSprites.zip</A><BR><BR>30-Dec-2003<BR>210Kb<BR></A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/PointSprites.=
zip"><IMG=20
height=3D150 alt=3D"PointSprites image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/PointSprites.jpg"=20
width=3D200 align=3Dright border=3D0></A> The =
<B>PointSprites</B>=20
sample shows how to use the new Direct3D point sprites =
feature. A point sprite is simply a forward-facing, =
textured=20
quad that is referenced only by (x,y,z) position =
coordinates.=20
Point sprites are most often used for particle systems =
and=20
related effects.<BR>Note that not all cards support =
all=20
features for point sprites. For more information on =
point=20
sprites, refer to the DirectX SDK =
documentation.<BR><BR><A=20
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/PointSprites.=
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_RTPatch><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/RTPatch.zip">=
RTPatch.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/RTPatch.zip">=
<IMG=20
height=3D150 alt=3D"RTPatch image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/RTPatch.jpg"=20
width=3D200 align=3Dleft border=3D0></A> The =
<B>RTPatch</B> sample=20
shows how to use patches in Direct3D - display meshes =
with API=20
"added" smothness.<BR>Note: RTPatches were originally=20
integrated in DirectX 8 for NVIDIA GeForce3 =
support. But=20
starting from some driver version they are unsupported =
(IIRC=20
starting from Detonator 20.XX series). <BR><BR><A =
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/RTPatch.zip">=
Download=20
it (archive contains source and EXE, no media files=20
needed)</A>. </TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_StencilBuffer><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/StencilBuffer=
.zip">StencilBuffer.zip</A><BR><BR>30-Dec-2003<BR>497Kb<BR></A></DIV></TD=
>
<TD class=3Dnzone_odd>Demos from StencilBuffer folder of =
DirectX=20
SDK. These demos demostrate various usage scenarious =
of=20
stencil buffer.<BR>Stencil buffers are a depth buffer=20
technique that can be updated as geometry is rendered, =
and=20
used again as a mask for drawing more geometry. Common =
effects=20
include mirrors, shadows (an advanced technique), =
dissolves,=20
etc.. <BR><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/StencilBuffer=
.zip"><IMG=20
height=3D113 alt=3D"ShadowVolume image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/StencilShadowVolume.jpg=
"=20
width=3D150 align=3Dright border=3D0></A> <BR><BR>The=20
<B>ShadowVolume sample</B> uses stencil buffers to =
implement=20
real-time shadows. In the sample, a complex object is =
rendered=20
and used as a shadow-caster, to cast real-time shadows =
on=20
itself and on the terrain below.<BR><BR><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/StencilBuffer=
.zip"><IMG=20
height=3D113 alt=3D"StencilDepth image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/StencilDepth.gif"=20
width=3D150 align=3Dleft border=3D0></A> <BR>The =
<B>StencilDepth=20
sample</B> uses stencil buffers to display the depth=20
complexity of a scene. The depth complextity of a =
scene is=20
defined as the average number of times each pixel is =
rendered=20
to.<BR><BR><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/StencilBuffer=
.zip"><IMG=20
height=3D113 alt=3D"StencilMirror image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/StencilMirror.jpg"=20
width=3D150 align=3Dright border=3D0></A> <BR><BR>The=20
<B>StencilMirror sample</B> uses stencil buffers to =
implement=20
a mirror effect. In the sample, a watery terrain scene =
is=20
rendered with the water reflecting a helicopter that =
flies=20
above.<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/StencilBuffer=
.zip">Download=20
samples (archive contains source, EXE and media =
files)</A>.=20
</TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_Text3D><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Text3D.zip">T=
ext3D.zip</A><BR><BR>30-Dec-2003<BR>113Kb<BR></A></DIV></TD>
<TD class=3Dnzone_even><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Text3D.zip"><=
IMG=20
height=3D150 alt=3D"Text3D image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/Text3D9.gif"=20
width=3D200 align=3Dleft border=3D0></A> The <B>Text3D =
sample</B>=20
uses ID3DXFont to display 2D text in a 3D scene. This =
is most=20
useful for display stats, in game menus, etc... Note: =
new=20
revision of ID3DXFont support UNICODE character =
rendering, so=20
sample demostrates rendering of Japanese text (you =
should have=20
installed Asian languages support to see them).<BR>The =
sample=20
also shows how to use D3DXCreateText() to create a =
D3DX mesh=20
containing a 3D model of a text string. Note that=20
D3DXCreateText may not work with certain types of =
fonts, such=20
as bitmap fonts and some symbol fonts. <BR><BR><A =
class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Text3D.zip">D=
ownload=20
it (archive contains source and EXE, no media files=20
needed)</A>. </TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_VertexBlend><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VertexBlend.z=
ip">VertexBlend.zip</A><BR><BR>30-Dec-2003<BR>170Kb<BR></A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VertexBlend.z=
ip"><IMG=20
height=3D150 alt=3D"VertexBlend image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/VertexBlend.gif"=20
width=3D200 align=3Dleft border=3D0></A> The =
<B>VertexBlend=20
sample</B> demonstrates a technique called vertex =
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