📄 delphi resources - directx 9_0 sdk.mht
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blending=20
(also known as surface skinning). It displays a =
file-based=20
object which is made to bend is various =
spots.<BR>Initially=20
this is Microsoft logo. Blending can be done with =
either Fixed=20
finction pipeline or with VertexShader.<BR>Surface =
skinning is=20
an impressive technique used for effects like smooth =
joints=20
and bulging muscles in character animations.<BR>Note =
that not=20
all cards support all features for vertex blending. =
For more=20
information on vertex blending, refer to the DirectX =
SDK=20
documentation.<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VertexBlend.z=
ip">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_VertexShader><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VertexShader.=
zip">VertexShader.zip</A><BR><BR>30-Dec-2003<BR>111Kb<BR></A></DIV></TD>
<TD class=3Dnzone_even><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VertexShader.=
zip"><IMG=20
height=3D150 alt=3D"VertexShader image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/VertexShader.jpg"=20
width=3D200 align=3Dright border=3D0></A> The =
<B>VertexShader=20
sample</B> shows some of the effects that can be =
achieved=20
using vertex shaders. Vertex shaders use a set of=20
instructions, executed by the 3D device on a =
per-vertex basis,=20
that can affect the properties of the vertex =
(positions,=20
normal, color, tex coords, etc.) in interesting=20
ways.<BR><BR>Note that not all cards may support all =
the=20
various features vertex shaders. For more information =
on=20
vertex shaders, refer to the DirectX SDK=20
documentation.<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VertexShader.=
zip">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_VolumeFog><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VolumeFog.zip=
">VolumeFog.zip</A><BR><BR>08-Jan-2004<BR>123Kb<BR></A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VolumeFog.zip=
"><IMG=20
height=3D150 alt=3D"VolumeFog image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/VolumeFog.jpg"=20
width=3D200 align=3Dleft border=3D0></A> The <B>Volume =
Fog=20
sample</B> shows the per-pixel density volumetric =
rendering=20
technique. The fog volume is modeled as a polygonal =
mesh, and=20
the density of the fog at every pixel is computed by=20
subtracting the front side of the fog volume from the =
back=20
side. The fog is mixed with the scene by accumulating =
an=20
in/out test at every pixel -- that is, back-facing fog =
polygons will add, while front-facing ones will =
subtract. If=20
the value is non zero, then the scene intersects the =
fog and=20
the scene's depth value is used. In order to get =
better=20
results, this demo uses 12 bits of precision by =
encoding high=20
and low bits in different color channels.<BR><BR>More =
info on=20
this sample can be read in supplied readme.txt file. =
Also=20
VolumeFog technique is discussed in <A=20
=
href=3D"http://www.microsoft.com/corpevents/gdc2002/slides2002/ImageSpace=
RenderingTechniques.ppt"=20
target=3D_blank>this PowerPoint presentation</A> =
showed by=20
Daniel Baker at GDC 2002. <BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VolumeFog.zip=
">Download=20
it (archive contains source and EXE)</A>.=20
<BR><I><B>PS.</B></I> For people who still have not =
downloaded=20
DirectX SDK - <A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/Resources/VolumeFogMedia.zip">down=
load=20
X-files</A> needed for this sample. </TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DD3Dex_VolumeTexture><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VolumeTexture=
.zip">VolumeTexture.zip</A><BR><BR>30-Dec-2003<BR>108Kb<BR></A></DIV></TD=
>
<TD class=3Dnzone_even><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VolumeTexture=
.zip"><IMG=20
height=3D150 alt=3D"VolumeTexture image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/VolumeTexture.jpg"=20
width=3D200 align=3Dright border=3D0></A> The =
<B>VolumeTexture=20
sample</B> illustrates how to use the new volume =
textures in=20
Direct3D. Normally, a texture is thought of as a 2D =
image,=20
which have a width and a height and whose "texels" are =
addressed with two coordinate, tu and tv. Volume =
textures are=20
the 3D counterparts, with a width, height, and depth, =
are are=20
addressed with three coordinates, tu, tv, and=20
tw.<BR><BR>Volume textures can be used for interesting =
effects=20
like patchy fog, explosions, etc..<BR><BR>Note that =
not all=20
cards support all features for volume textures. For =
more=20
information on volume textures, refer to the DirectX =
SDK=20
documentation.<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/VolumeTexture=
.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_Water><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Water.zip">Wa=
ter.zip</A><BR><BR>30-Dec-2003<BR>122Kb<BR></A></DIV></TD>
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Water.zip"><I=
MG=20
height=3D150 alt=3D"Water image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/Water.jpg"=20
width=3D200 align=3Dleft border=3D0></A> The <B>Water =
sample</B>=20
illustrates using D3DX techniques stored in shader=20
files.<BR>The sample shows a square pound inside a =
building,=20
with rippling water effects including water=20
caustics.<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Water.zip">Do=
wnload=20
it (archive contains source and EXE, no media files=20
included)</A>. </TD></TR></TBODY></TABLE><!-- =
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D DirectSound part =
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D --><A=20
name=3DDirectSound>
<HR>
<H3>DirectSound examples from DirectX SDK</H3></A>
<TABLE cellSpacing=3D2 cellPadding=3D2 border=3D4>
<TBODY>
<TR>
<TD><B>NOTE: All DirectSound samples require <A=20
=
href=3D"http://clootie.narod.ru/delphi/download_dx90.html#D3Dex_Common">S=
ample=20
DirectX Framework to compile! <A>(you can find it =
above at=20
this page - <A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/Common.zip">C=
ommon.zip</A>)=20
</B></TD></TR></TBODY></TABLE><BR>
<TABLE cellSpacing=3D2 cellPadding=3D5 width=3D"100%" =
border=3D0>
<TBODY>
<TR>
<TD class=3Dnzone vAlign=3Dtop align=3Dleft width=3D120=20
bgColor=3D#fffcf4><STRONG>Info</STRONG></TD>
<TD class=3Dnzone vAlign=3Dtop align=3Dleft=20
=
bgColor=3D#fffcf4><STRONG>Description</STRONG></TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DDSex_SoundFX><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/DirectSound/S=
oundFX.zip">SoundFX.zip</A><BR><BR>11-Sep-2003<BR>81Kb<BR></A></DIV></TD>=
<TD class=3Dnzone_odd><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/DirectSound/S=
oundFX.zip"><IMG=20
height=3D59 alt=3D"SoundFX image"=20
=
src=3D"http://clootie.narod.ru/Images/sdk_samples/ds_soundfx.gif"=20
width=3D90 align=3Dright border=3D0></A> The =
<B>SoundFx sample</B>=20
shows how to use standard effects with DirectSound and =
how to=20
manipulate FX parameters. It is similar to the AudioFX =
sample=20
but does not use an audiopath (sorry, but there is no =
AudioFX=20
Delphi sample... yet).<BR><BR><A class=3Dnzlnk=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/DX90/DirectSound/S=
oundFX.zip">Download=20
it (archive contains source and EXE files)</A>.=20
</TD></TR></TBODY></TABLE><!-- =
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D DirectDraw part =
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D --><A=20
name=3DDirectDraw>
<HR>
<H3>DirectDraw examples from DirectX SDK</H3></A>
<TABLE cellSpacing=3D2 cellPadding=3D5 width=3D"100%" =
border=3D0>
<TBODY>
<TR>
<TD class=3Dnzone vAlign=3Dtop align=3Dleft width=3D120=20
bgColor=3D#fffcf4><STRONG>Info</STRONG></TD>
<TD class=3Dnzone vAlign=3Dtop align=3Dleft=20
=
bgColor=3D#fffcf4><STRONG>Description</STRONG></TD></TR>
<TR>
<TD class=3Dnzone vAlign=3Dtop bgColor=3D#fffcf4>
<DIV align=3Dcenter><A name=3DDXex_DDraw><A=20
=
href=3D"http://clootie.narod.ru/delphi/DirectXExamples/All_DirectDraw.zip=
">All_DirectDraw.zip</A><BR><BR>12-Dec-2002<BR>225Kb<BR></A></DIV></TD>
<TD class=3Dnzone_odd>These are DirectX 8.1 SDK =
DirectDraw=20
examples. <B>Note:</B> MS is already not including any =
DirectDraw examples with DirectX 9 SDK!=20
<BR><BR><STRONG>Translated Sample DirectDraw =
samples</STRONG>=20
- this archive contains most of DirectDraw samples =
from=20
DirectX 8.x SDK, originally produced as part of <A =
class=3Dnzlnk=20
=
href=3D"http://groups.yahoo.com/group/JEDI-DirectXExamples/files/DirectDr=
aw">DirectXExamples=20
effort</A>: AnimatePalette, DDEnum, =
DirectSurfaceWrite,=20
FullScreenDialog, FullScreenMode, GammaControl,=20
OverlayAnimate, RefreshRate, SpriteAnimate, =
SwitchScreenMode,=20
WindowedMode. Also DDUtil.pas helper unit can be found =
in=20
archive too.<BR>NOTE: these samples are not supported =
and/or=20
maintained by me. <BR><BR><A class=3Dnzlnk=20
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