Download Advanced Animation with DirectX by Jim Adams PDF

By Jim Adams

The timing of this book's free up is unlucky simply because Microsoft made large adjustments to DirectX nine in the course of 2004. hence, the code during this publication is totally out of date at the present time.

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Extra resources for Advanced Animation with DirectX

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D3DXMESHCONTAINER_EX и четыре ранее упомянутые переменные. struct D3DXMESHCONTAINER_EX : D3DXMESHCONTAINER { IDirect3DTexture9 **pTextures; ID3DXMesh *pSkinMesh; D3DXMATRIX **ppFrameMatrices; D3DXMATRIX *pBoneMatrices; Массив указателей pTexture содержит объекты-текстуры, используемые для визуализации меша. Я создаю массив pTexture, сначала загружая меш, а потом получая текстурные буфера (D3DXMESHCONTAINER::pMaterials) для имен файлов используемых текстур. Что касается pSkinMesh, он требуется, только если вы используете скелетный меш (который я рассмотрю в главах 4-7).

LoadMesh содержат указатели на корректный объект 3D устройства, путь к директории, где хранятся текстуры меша, и дополнительный гибкий формат вершин, который функция LoadMesh использует для клонирования мешей после загрузки. Это значит, что загруженный меш может иметь заданный формат вершин! \\", DWORD NewFVF = 0, DWORD LoadFlags = D3DXMESH_SYSTEMMEM); Первая функция LoadMesh использует указатель на указатель обьекта D3DXMESHCONTAINER_EX, который вы хотите использовать для хранения загруженных данных меша.

LoadMesh. X с помощью функции D3DXLoadMeshFromX. Это значит, что все меши, находящиеся в файле, объединяются в один меш-обьект, который впоследствии хранится в D3DXMESHCONTAINER_EX. Все варианты функции LoadMesh содержат указатели на корректный объект 3D устройства, путь к директории, где хранятся текстуры меша, и дополнительный гибкий формат вершин, который функция LoadMesh использует для клонирования мешей после загрузки. Это значит, что загруженный меш может иметь заданный формат вершин!

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