透视投影
2015-07-22 19:04
1441 查看
深度插值
http://blog.csdn.net/lysc_forever/article/details/17767645
透视投影,很详细,各种变换
http://www.doc88.com/p-372483160734.html
透视投影
http://www.360doc.com/content/14/0403/13/10724725_366078197.shtml
窗口→视口变换
http://blog.csdn.net/u013467442/article/details/39250683
光与材质
较为详细的翻译了SDK,中间向量H
http://www.cppblog.com/liangairan/articles/94103.html
漫反射、镜反射公式由来
http://blog.csdn.net/jjiss318/article/details/5992616
向量点乘的几何意义,漫反射、镜反射、H值的由来
http://blog.csdn.net/zsq306650083/article/details/8772128
surface
http://www.cppblog.com/lijinshui/archive/2008/04/14/47069.html http://www.cnblogs.com/resound/archive/2010/08/11/1797618.html http://blog.csdn.net/weili_2007/article/details/1916422 http://blog.csdn.net/xuxinhua/article/details/6893049
resource
http://blog.csdn.net/gamecoding/article/details/5806759
Vertex Declaration
D3D中多流的用法
http://dev.gameres.com/Program/Visual/3D/multistream.htm
fx文件,shader
http://www.cnblogs.com/JefferyZhou/archive/2012/09/24/2700297.html
纹理,SDK文档翻译
http://blog.csdn.net/soief/article/details/5714912
D3D纹理
http://www.cnblogs.com/kex1n/archive/2011/08/22/2149334.html
纹理,较为详细的翻译了
http://www.cppblog.com/liangairan/articles/77682.html
Fog
http://dev.gameres.com/Program/Visual/3D/d3dimhlp/d3dim6_22.htm
HLSL Effect
http://blog.csdn.net/cq361106306/article/details/39271677
通俗简要讲了下语法。。
http://blog.csdn.net/ShowLong/article/details/772904
提高篇,HLSL IDE
http://blog.csdn.net/pizi0475/article/details/5457795
用fxc离线编译ps、vs,首先进入到fxc.exe的目录,然后输入编译
C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Utilities\bin\x86>
fxc.exe /T vs_3_0 /E VS_Main /Fo HLSL.fxo HLSL.fx
exe 默认 model 默认 入口函数 默认 输出fxo文件名 输入fx文件,可代入其他路径
Fxc.exe /E HS DetailTessellation11.hlsl /Fx HS.txt /T hs_5_0
The latest tool for debugging shaders is PIX
如何使用DXUT框架
http://www.cnblogs.com/graphics/archive/2009/11/04/1595132.html
光栅化算法
http://cg.sjtu.edu.cn/lecture_site/chap2/mainframe212.htm http://cg.sjtu.edu.cn/lecture_site/chap2/main.htm
左上填充
http://blog.csdn.net/damenhanter/article/details/6388934 http://www.cnblogs.com/hust-ruan/archive/2013/03/16/2962077.html
Antialiasing and Anisotropic Filtering Explained
http://www.extremetech.com/computing/78546-antialiasing-and-anisotropic-filtering-explained/1
CPU GPU工作原理
http://www.cppblog.com/Leaf/archive/2010/05/18/115646.aspx
dmp文件分析
http://support.icafe8.com/technologynews/focus/932.html
http://blog.csdn.net/lysc_forever/article/details/17767645
透视投影,很详细,各种变换
http://www.doc88.com/p-372483160734.html
透视投影
http://www.360doc.com/content/14/0403/13/10724725_366078197.shtml
窗口→视口变换
http://blog.csdn.net/u013467442/article/details/39250683
光与材质
较为详细的翻译了SDK,中间向量H
http://www.cppblog.com/liangairan/articles/94103.html
漫反射、镜反射公式由来
http://blog.csdn.net/jjiss318/article/details/5992616
向量点乘的几何意义,漫反射、镜反射、H值的由来
http://blog.csdn.net/zsq306650083/article/details/8772128
surface
http://www.cppblog.com/lijinshui/archive/2008/04/14/47069.html http://www.cnblogs.com/resound/archive/2010/08/11/1797618.html http://blog.csdn.net/weili_2007/article/details/1916422 http://blog.csdn.net/xuxinhua/article/details/6893049
resource
http://blog.csdn.net/gamecoding/article/details/5806759
Vertex Declaration
D3D中多流的用法
http://dev.gameres.com/Program/Visual/3D/multistream.htm
fx文件,shader
http://www.cnblogs.com/JefferyZhou/archive/2012/09/24/2700297.html
纹理,SDK文档翻译
http://blog.csdn.net/soief/article/details/5714912
D3D纹理
http://www.cnblogs.com/kex1n/archive/2011/08/22/2149334.html
纹理,较为详细的翻译了
http://www.cppblog.com/liangairan/articles/77682.html
Fog
http://dev.gameres.com/Program/Visual/3D/d3dimhlp/d3dim6_22.htm
HLSL Effect
http://blog.csdn.net/cq361106306/article/details/39271677
通俗简要讲了下语法。。
http://blog.csdn.net/ShowLong/article/details/772904
提高篇,HLSL IDE
http://blog.csdn.net/pizi0475/article/details/5457795
用fxc离线编译ps、vs,首先进入到fxc.exe的目录,然后输入编译
C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Utilities\bin\x86>
fxc.exe /T vs_3_0 /E VS_Main /Fo HLSL.fxo HLSL.fx
exe 默认 model 默认 入口函数 默认 输出fxo文件名 输入fx文件,可代入其他路径
Fxc.exe /E HS DetailTessellation11.hlsl /Fx HS.txt /T hs_5_0
The latest tool for debugging shaders is PIX
如何使用DXUT框架
http://www.cnblogs.com/graphics/archive/2009/11/04/1595132.html
光栅化算法
http://cg.sjtu.edu.cn/lecture_site/chap2/mainframe212.htm http://cg.sjtu.edu.cn/lecture_site/chap2/main.htm
左上填充
http://blog.csdn.net/damenhanter/article/details/6388934 http://www.cnblogs.com/hust-ruan/archive/2013/03/16/2962077.html
Antialiasing and Anisotropic Filtering Explained
http://www.extremetech.com/computing/78546-antialiasing-and-anisotropic-filtering-explained/1
CPU GPU工作原理
http://www.cppblog.com/Leaf/archive/2010/05/18/115646.aspx
dmp文件分析
http://support.icafe8.com/technologynews/focus/932.html
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