Page 1:
Initialization (C++, C#)
Full-Screen Initialization (C++, C#)
View Ports (C++, C#)
Multiple Devices
Swap Chains
Page 2:
Primitive Types (C++, C#)
Vertex Data (Vertex Buffers) (C++, C#)
Multiple Vertex Buffers (C++, C#)
Indexed Geometry (C++, C#)
Transforms (C++, C#)
Page 3:
Texture Mapping
Texture Filtering
Texture Addressing
Texture Sub-loading
Texture Mip-mapping
Page 4:
Multi-Texturing
Dot3 Per-Pixel Bump Mapping
Alpha Texture Blending
Alpha Blending in the Frame buffer
Alpha Blending With Materials
Page 5:
Depth Bias
Fonts
First Person Shooter Controls (C# version added)
Point Lighting
Spot Light
Page 6:
Lighting
Materials
Lost Device Recovery
Resizing DirectX 9.0 Window
Point Sprites
Page 7:
Particle System (Using Point Sprites)
Off-screen Rendering
Occlusion Query
Emboss Bump Mapping
Shadow Volume
Page 8:
Creating 2D Sprites with D3DXSprite
Simple Effect Using .fx Files
Simple Vertex & Pixel Shader (HLSL/Fx Effect File)
Simple Vertex & Pixel Shader (HLSL)
Simple Vertex Shader (vs.2.0)
Page 9:
Simple Vertex Shader (Cg)
Simple Vertex & Pixel Shader (Cg)
Lighting Shader (Cg)
Anisotropic Lighting Shader (Cg)
Vertex Displacement or Mesh Deformation Shader (Cg)
Page 10:
High Dynamic Range Texture Loader
Solid Node BSP Tree Compiler
How to use the Tokamak SDK to Create a Rope or Chain using Ball-Joints
Page 11:
How to use the Tokamak SDK to Create a Stack of Blocks
How to use Tokamak's Different Geometry Types or Collision Primitives
Manually Loading a D3DXMesh object
Using the Attributes Table of D3DXMesh to Render Sub-sets
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