PointSprites

所属分类:3D图形编程
开发工具:Visual C++
文件大小:24KB
下载次数:132
上传日期:2007-11-30 09:27:18
上 传 者lvzhihan
说明:  D3D实现的粒子系统表现火花溅射的小例子,像真的一样
(D3D performance achievable particle system sparks sputtering small examples, like the real thing)

文件列表:
PointSprites\winmain.rc (6730, 2002-11-12)
PointSprites\resource.h (1475, 2002-11-12)
PointSprites\PointSprites.vcproj (4607, 2002-11-12)
PointSprites\PointSprites.sln (924, 2002-11-12)
PointSprites\PointSprites.manifest (689, 2002-11-12)
PointSprites\PointSprites.jpg (17468, 2002-11-12)
PointSprites\pointsprites.dsw (547, 2002-11-12)
PointSprites\pointsprites.dsp (5354, 2002-11-12)
PointSprites\pointsprites.cpp (38011, 2002-11-19)
PointSprites (0, 2007-09-07)

//----------------------------------------------------------------------------- // Name: PointSprites Direct3D Sample // // Copyright (c) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- Description =========== The PointSprites sample shows how to use the new Direct3D point sprites feature. A point sprite is simply a forward-facing, textured quad that is referenced only by (x,y,z) position coordinates. Point sprites are most often used for particle systems and related effects. Note that not all cards support all features for point sprites. For more information on point sprites, refer to the DirectX SDK documentation. Path ==== Source: DXSDK\Samples\C++\Direct3D\PointSprites Executable: DXSDK\Samples\C++\Direct3D\Bin User's Guide ============ The following keys are implemented. The dropdown menus can be used for the same controls. Starts and stops the scene Advances the scene by a small increment Shows help or available commands. Prompts user to select a new rendering device or display mode Toggles between fullscreen and windowed modes Exits the app. Programming Notes ================= Without Direct3D's support, point sprites can be implemented with four vertices, that are oriented each frame towards the eyepoint (much like a billboard). With Direct3D, though, you can refer to each point sprite by just it's center position and a radius. This saves heavily on processor computation time and on bandwidth uploading vertex information to the graphics card. In this sample, a particle system is implemented using point sprites. Each particle is actually implemented using multiple alpha-blended point sprites, giving the particle a motion-blur effect. This sample makes use of common DirectX code (consisting of helper functions, etc.) that is shared with other samples on the DirectX SDK. All common headers and source code can be found in the following directory: DXSDK\Samples\C++\Direct3D\Common

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