... State14 Table of Contents AdvancedAnimationwithDirectX 1Introduction 4 Part One: Preparations 7 Chapter 1: Preparing for the Book 8 Overview 8 Installing the DirectX SDK 8 Choosing the ... On with the Book 34 Part Two: Animation Basics 36 Chapter 2: Timing in Animation and Movement 37 Using Time−Based Motion 37 Reading Time in Windows 37 Animating with Time 38 Moving with ... queries it for child objects.void ParseObject(IDirectXFileData *pData){ IDirectXFileObject *pObject = NULL; IDirectXFileData *pSubData = NULL; IDirectXFileDataReference *pRef = NULL; // Scan...
... send email from within Emacs, and you can customize and extend Emacs in ways far too numerousto discuss here. You can even browse the Web from within Emacs!If you’re familiar with another editor, ... for the moment.) The line with the rule on it must start with a Tab character, or makewill get confused. If you edit your Makefile in Emacs, Emacs will help you with theformatting.If you ... breakpoints, and examine the value of local variables.1.4.1 Compiling with Debugging InformationTo use GDB, you’ll have to compile with debugging information enabled. Do this byadding the -g switch...
... DataWalsh, Peter (Peter Andrew), 1980- Advanced 3D game programming withDirectX 9.0 / by Peter Walsh.p. cm.ISBN 1-55622-968-2 (pbk.)1. Computer games Programming. 2. DirectX. I. Title.QA76.76.C672W382 ... are preceded with a “g_” (an example would be int g_hIn-stance); static variables are preceded with an “s_” (static float s_fTimer);and member variables of classes are preceded with an “m_” ... Chapter 1. I’m not hardcore about it, but generally my floatsare prefixed with “f,” my ints with “i,” and my pointers with “p” (examples:float fTimer; int iStringSize; char* pBuffer). Note that...
... CoverTable of Contents Advanced 3D Game Programming Using DirectX 9.0IntroductionChapter 1-WindowsChapter 2-Getting Started with DirectX Chapter 3-Communicating with DirectInputChapter ... Of course, I must thank Jim Hill, Wes Beckwith, and Tim McEvoy of Wordware for being such great people to work with. Thanks to Phil Taylor on the DirectX team at Microsoft for agreeing to do ... I'm not hardcore about it, but generally my floats are prefixed with "f," my ints with "i," and my pointers with "p" (examples: float fTimer; int iStringSize; char*...
... 1.2).2Character Animationwith Direct3DPlease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. MORPHING ANIMATION AND SKELETAL ANIMATION Morphing animation (or per-vertex animation) ... is character animation? A brief history of character animation Comparison of skeletal animation and morphing animation Coding conventionsPlease purchase PDF Split-Merge on www.verypdf.com to remove ... purchase PDF Split-Merge on www.verypdf.com to remove this watermark. To Aino… again.Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 1Introduction to Character Animation 1Hello,...
... differencewhen you compare motion capture animation to traditional artist created animation. FIGURE 5.9Mocap with actor jumping.Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. ... purchase PDF Split-Merge on www.verypdf.com to remove this watermark. CONCLUSIONSIn this chapter you learned about some more advanced topics of character animation. You learned about animation ... http://www.vicon.comChapter 5 Advanced Skeletal Animation Techniques 107Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. The second law can also be described with the famous formula:F...
... &localTarget);250 Character Animationwith Direct3DPlease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 260 Character Animationwith Direct3Dthe object-space normal ... problem with vertex-based lighting:FIGURE 12.1The problem with vertex-based lighting.Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 262 Character Animationwith ... defined with the Fixed Vertex Format (FVF), but for more advanced things you need to create anPlease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 256 Character Animation with...
... private:vector<CrowdEntity*> m_entities;};Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 292 Character Animationwith Direct3DFigure 12.16 shows the wrinkle maps in ... to KD-trees:http://en.wikipedia.org/wiki/Kd-tree300Character Animationwith Direct3DPlease purchase PDF Split-Merge on www.verypdf.com to remove this watermark. In Figure 13.4, Fs, Fa, and ... map.FIGURE 12.14Wrinkle normal map.Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 290 Character Animationwith Direct3DIn Figure 12.15, three different regions...
... Contents Advanced 3D Game Programming Using DirectX 9.0 Introduction Chapter 1 - Windows Chapter 2 - Getting Started withDirectX Chapter 3 - Communicating with DirectInput ... Started withDirectX Overview Now that you know enough about Windows, it's time to get down and dirty with DirectX. This chapter shows you everything you need to know to get started with ... that comes with Visual C++). Conclusion So now you know quite a lot about the inner workings of Windows applications and are well on your way to coming to grips with creating a DirectX game....
... devices through a COM interface, just like with Direct3D. The interface name in DirectX 9.0 is IDirectInputDevice8. Note You may be wondering why in DirectX 9.0 the device is called IDirectInputDevice8. ... GraphicsLayer.h /******************************************************************* * Advanced 3D Game Programming using DirectX 9.0 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ... entries and substructures. Couple that with poor, badly structured documentation, and it was no wonder that so many people found the learning curve for DirectX Graphics so steep. Luckily these...
... /******************************************************************* * Advanced 3D Game Programming using DirectX 9.0 144hwnd Handle to the window to be associated with the DirectSound object. This should be the ... SoundLayer.h /******************************************************************* * Advanced 3D Game Programming using DirectX 9.0 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ... polygons could be implemented with a fully dynamic array, like an STL vector, I chose to limit the functionality for the sake of speed. Each polygon is created with a maximum number of possible...
... to know how to draw the triangles with the supplied information. There are currently three ways to do this; the third has just become a hardware feature with DirectX 9.0. Here is a polygon mesh ... the light. Spotlights have two angles associated with them. One is the internal cone whose angle is generally referred to as theta (θ). Points within the internal cone receive all of the light ... amount of specular color to attribute to a given vector with a given light, you use the following equations (taken from the Microsoft DirectX 9.0 SDK documentation): The meanings of the variables...