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天行健 君子當(dāng)自強(qiáng)而不息

高級(jí)紋理映射技術(shù)(6)

對(duì)一些特殊的應(yīng)用需要對(duì)紋理坐標(biāo)進(jìn)行處理,主要包括紋理坐標(biāo)自動(dòng)生成和紋理坐標(biāo)變換。下圖顯示了紋理坐標(biāo)的來(lái)源、處理過(guò)程以及到達(dá)光柵處理器的過(guò)程。

 

紋理坐標(biāo)自動(dòng)生成

在Direct3D程序中,不僅可以在模型載入階段或渲染階段指定物體的紋理坐標(biāo),還可以通過(guò)Direct3D渲染引擎自動(dòng)生成紋理坐標(biāo),用于諸如環(huán)境映射等特殊的視覺效果。與手動(dòng)設(shè)置紋理坐標(biāo)相比,紋理坐標(biāo)自動(dòng)生成在Direct3D坐標(biāo) 變換和光照流水線中完成,執(zhí)行速度更快。

Direct3D系統(tǒng)可以使用經(jīng)過(guò)變換的攝像機(jī)空間頂點(diǎn)位置坐標(biāo)、法線信息來(lái)生成紋理坐標(biāo)。如果使用紋理坐標(biāo)自動(dòng)生成,那么在頂點(diǎn)中就可以不用包含紋理坐標(biāo)數(shù)據(jù),從而可以降低圖形渲染時(shí)的數(shù)據(jù)傳輸量。紋理坐標(biāo)自動(dòng)生成主要用于產(chǎn)生一些特殊效果,在大多數(shù)情況下還是手工為每個(gè)頂點(diǎn)指定紋理坐標(biāo)。

通過(guò)調(diào)用SetTextureStageState()并將第二個(gè)參數(shù)設(shè)置為D3DTSS_TEXCOORDINDEX來(lái)控制Direct3D系統(tǒng)如何自動(dòng)生成紋理坐標(biāo)。

D3DTSS_TEXCOORDINDEX
Index of the texture coordinate set to use with this texture stage. You can specify up to eight sets of texture coordinates per vertex. If a vertex does not include a set of texture coordinates at the specified index, the system defaults to the u and v coordinates (0,0).

When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value. The default index for each stage is equal to the stage index. Set this state to the zero-based index of the coordinate set for each vertex that this texture stage uses.

Additionally, applications can include, as logical OR with the index being set, one of the constants to request that Direct3D automatically generate the input texture coordinates for a texture transformation. For a list of all the constants, see D3DTSS_TCI.

With the exception of D3DTSS_TCI_PASSTHRU, which resolves to zero, if any of the following values is included with the index being set, the system uses the index strictly to determine texture wrapping mode. These flags are most useful when performing environment mapping.

其中第三個(gè)參數(shù)可以設(shè)為下列列表中的成員:

D3DTSS_TCI

Driver texture coordinate capability flags.

#define Value Description
D3DTSS_TCI_PASSTHRU 0x00000000L Use the specified texture coordinates contained within the vertex format. This value resolves to zero.
D3DTSS_TCI_CAMERASPACENORMAL 0x00010000L Use the vertex normal, transformed to camera space, as the input texture coordinates for this stage's texture transformation.
D3DTSS_TCI_CAMERASPACEPOSITION 0x00020000L Use the vertex position, transformed to camera space, as the input texture coordinates for this stage's texture transformation.
D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR 0x00030000L Use the reflection vector, transformed to camera space, as the input texture coordinate for this stage's texture transformation. The reflection vector is computed from the input vertex position and normal vector.
D3DTSS_TCI_SPHEREMAP 0x00040000L Use the specified texture coordinates for sphere mapping.

These constants are used by D3DTSS_TEXCOORDINDEX.

D3DTSS_TEXCOORDINDEX用于指定特定紋理層使用頂點(diǎn)中的第幾組紋理坐標(biāo),但如果指定了上表中的成員值,Direct3D將忽略頂點(diǎn)中的紋理坐標(biāo),轉(zhuǎn)而使用自動(dòng)生成的紋理坐標(biāo)。

D3DTSS_TEXTURETRANSFORMFLAGS用來(lái)控制生成的紋理坐標(biāo)的輸出,在大多數(shù)情況下紋理坐標(biāo)是二維的,即將D3DTSS_TEXTURETRANSFORMFLAGS設(shè)置為D3DTTFF_COUNT2。但當(dāng)繪制線段或三維紋理時(shí),紋理坐標(biāo)可能是一維或三維的。

D3DTSS_TEXTURETRANSFORMFLAGS
Member of the D3DTEXTURETRANSFORMFLAGS enumerated type that controls the transformation of texture coordinates for this texture stage. The default value is D3DTTFF_DISABLE.

輸出的紋理坐標(biāo)維數(shù)由枚舉類型D3DTSS_TEXTURETRANSFORMFLAGS指定,其定義如下:

Defines texture coordinate transformation values.

typedef enum D3DTEXTURETRANSFORMFLAGS
{
D3DTTFF_DISABLE = 0,
D3DTTFF_COUNT1 = 1,
D3DTTFF_COUNT2 = 2,
D3DTTFF_COUNT3 = 3,
D3DTTFF_COUNT4 = 4,
D3DTTFF_PROJECTED = 256,
D3DTTFF_FORCE_DWORD = 0x7fffffff,
} D3DTEXTURETRANSFORMFLAGS, *LPD3DTEXTURETRANSFORMFLAGS;

Constants

D3DTTFF_DISABLE
Texture coordinates are passed directly to the rasterizer.
D3DTTFF_COUNT1
The rasterizer should expect 1D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_COUNT2
The rasterizer should expect 2D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_COUNT3
The rasterizer should expect 3D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_COUNT4
The rasterizer should expect 4D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_PROJECTED
This flag is honored by the fixed function pixel pipeline, as well as the programmable pixel pipeline in versions ps_1_1 to ps_1_3. When texture projection is enabled for a texture stage, all four floating point values must be written to the corresponding texture register. Each texture coordinate is divided by the last element before being passed to the rasterizer. For example, if this flag is specified with the D3DTTFF_COUNT3 flag, the first and second texture coordinates are divided by the third coordinate before being passed to the rasterizer.
D3DTTFF_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

Remarks

Texture coordinates can be transformed using a 4 x 4 matrix before the results are passed to the rasterizer. The texture coordinate transforms are set by calling IDirect3DDevice9::SetTextureStageState, and by passing in the D3DTSS_TEXTURETRANSFORMFLAGS texture stage state and one of the values from D3DTEXTURETRANSFORMFLAGS. For more information about texture transforms, see Texture Coordinate Transformations (Direct3D 9).

首先,我們定義頂點(diǎn)結(jié)構(gòu)和格式:

struct sCustomVertex
{
float x, y, z;
};
#define D3DFVF_CUSTOM_VERTEX	D3DFVF_XYZ

接著生成頂點(diǎn)數(shù)據(jù),頂點(diǎn)數(shù)據(jù)中沒有包含紋理坐標(biāo):

// create vertex buffer and fill data
sCustomVertex vertices[] = 	
{
{ -1.0f, -1.0f, 0.0f},
{ -1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f}
};
pd3dDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, &g_vertex_buffer, NULL);
void* ptr;
g_vertex_buffer->Lock(0, sizeof(vertices), (void**)&ptr, 0);
memcpy(ptr, vertices, sizeof(vertices));
g_vertex_buffer->Unlock();

然后讓Direct3D自動(dòng)生成紋理坐標(biāo):

// create texture coordinate using vertex position in camera space
pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
pd3dDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);

運(yùn)行效果:

若設(shè)置D3DTSS_TEXCOORDINDEX為以下D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR,則效果為:

若設(shè)置D3DTSS_TEXCOORDINDEX為以下D3DTSS_TCI_SPHEREMAP,則效果為:

 

主程序:

#include "dxstdafx.h"
#include 
"resource.h"

#pragma warning(disable : 
4127 4995 4996)

#define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

#define IDC_TOGGLE_FULLSCREEN        1
#define IDC_TOGGLE_REF                2
#define IDC_CHANGE_DEVICE            3

struct sCustomVertex
{
    
float x, y, z;
};

#define D3DFVF_CUSTOM_VERTEX    D3DFVF_XYZ

const D3DXCOLOR FONT_COLOR(0.55f0.85f0.65f1.0f);

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;

IDirect3DVertexBuffer9
*        g_vertex_buffer;
IDirect3DTexture9
*            g_texture;

ID3DXFont
*        g_font;
ID3DXSprite
*    g_text_sprite;
bool            g_show_help;

//--------------------------------------------------------------------------------------
// Rejects any devices that aren't acceptable by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool bWindowed, void* pUserContext )
{
    
// Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
* pD3D = DXUTGetD3DObject(); 

    
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return false;

    
return true;
}


//--------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed.
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
{
    
// If video card does not support hardware vertex processing, then uses sofaware vertex processing.
    if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
        pDeviceSettings
->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
static bool is_first_time = true;

    
if(is_first_time)
    {
        is_first_time 
= false;

        
// if using reference device, then pop a warning message box.
        if(pDeviceSettings->DeviceType == D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return true;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_MANAGED resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                 
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                 
void* pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 
180, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
| FF_DONTCARE, L"Arial"&g_font);

    V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L
"texture.jpg",    &g_texture));
    
    
// create vertex buffer and fill data

    sCustomVertex vertices[] 
=     
    {
        { 
-1.0f-1.0f,  0.0f},
        { 
-1.0f,  1.0f,  0.0f},
        {  
1.0f-1.0f,  0.0f},
        {  
1.0f,  1.0f,  0.0f}
    };

    pd3dDevice
->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, &g_vertex_buffer, NULL);

    
void* ptr;
    g_vertex_buffer
->Lock(0sizeof(vertices), (void**)&ptr, 0);
    memcpy(ptr, vertices, 
sizeof(vertices));
    g_vertex_buffer
->Unlock();

    
return S_OK;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_DEFAULT resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                
void* pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font
->OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, 
&g_text_sprite));

    
// set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc
->Width - 1700);
    g_button_dlg.SetSize(
170170);

    
// setup world matrix
    D3DXMATRIX mat_world;
    D3DXMatrixIdentity(
&mat_world);
    pd3dDevice
->SetTransform(D3DTS_WORLD, &mat_world);

    
// setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f0.0f-3.0f);
    D3DXVECTOR3  at(
0.0f0.0f,  0.0f);
    D3DXVECTOR3  up(
0.0f1.0f,  0.0f);

    D3DXMatrixLookAtLH(
&mat_view, &eye, &at, &up);
    pd3dDevice
->SetTransform(D3DTS_VIEW, &mat_view);

    
// set projection matrix
    D3DXMATRIX mat_proj;
    
float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH(
&mat_proj, D3DX_PI/4, aspect, 1.0f100.0f);
    pd3dDevice
->SetTransform(D3DTS_PROJECTION, &mat_proj);

    pd3dDevice
->SetRenderState(D3DRS_LIGHTING, FALSE);

    
// set texture color blend method, disalbe alpha blend.

    pd3dDevice
->SetTexture(0, g_texture);    
    pd3dDevice
->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);    
    pd3dDevice
->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_SELECTARG1);    
    pd3dDevice
->SetTextureStageState(0, D3DTSS_ALPHAOP,            D3DTOP_DISABLE);

    
// create texture coordinate using vertex position in camera space 
    pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_CAMERASPACEPOSITION);
    
//pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
    
//pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_SPHEREMAP);    
    pd3dDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS,    D3DTTFF_COUNT2);

    
return S_OK;
}

//--------------------------------------------------------------------------------------
// Release resources created in the OnResetDevice callback here 
//--------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font
->OnLostDevice();

    release_com(g_text_sprite);
}


//--------------------------------------------------------------------------------------
// Release resources created in the OnCreateDevice callback here
//--------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();    

    release_com(g_font);
    release_com(g_vertex_buffer);
    release_com(g_texture);
}

//--------------------------------------------------------------------------------------
// Handle updates to the scene
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
}

//--------------------------------------------------------------------------------------
// Render the helper information
//--------------------------------------------------------------------------------------
void RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20);
    
    text_helper.Begin();

    
// show frame and device states
    text_helper.SetInsertionPos(55);
    text_helper.SetForegroundColor(FONT_COLOR);
    text_helper.DrawTextLine( DXUTGetFrameStats(
true) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
// show other simple information
    text_helper.SetForegroundColor( D3DXCOLOR(1.0f1.0f1.0f1.0f) );
    text_helper.DrawTextLine(L
"Texture Coordinate Automatic Generate");

    
// show helper information
    
    
const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

    
if(g_show_help)
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 18 * 5);
        text_helper.SetForegroundColor(FONT_COLOR);
        text_helper.DrawTextLine(L
"Controls (F1 to hide):");
        
        text_helper.SetInsertionPos(
40, surface_desc->Height - 18 * 4);
        text_helper.DrawTextLine(L
"Quit: ESC");
    }
    
else
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 15 * 4);
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f1.0f1.0f1.0f) );
        text_helper.DrawTextLine(L
"Press F1 for help");
    }

    text_helper.End();
}

//--------------------------------------------------------------------------------------
// Render the scene 
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
        
return;
    }

    
// Clear the render target and the zbuffer 
    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0000), 1.0f0) );

    
// Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        pd3dDevice
->SetStreamSource(0, g_vertex_buffer, 0sizeof(sCustomVertex));
        pd3dDevice
->SetFVF(D3DFVF_CUSTOM_VERTEX);
        pd3dDevice
->DrawPrimitive(D3DPT_TRIANGLESTRIP, 02);

        RenderText();

        V(g_button_dlg.OnRender(fElapsedTime));

        V( pd3dDevice
->EndScene() );
    }
}


//--------------------------------------------------------------------------------------
// Handle messages to the application 
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool* pbNoFurtherProcessing, void* pUserContext )
{
    
*pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        
return 0;
    }

    
*pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
return 0;
}


//--------------------------------------------------------------------------------------
// Handle keybaord event
//--------------------------------------------------------------------------------------
void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void* user_context)
{
    
if(is_key_down)
    {
        
switch(charater)
        {
        
case VK_F1:
            g_show_help 
= !g_show_help;
            
break;
        }
    }
}

//--------------------------------------------------------------------------------------
// Handle events for controls
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT eventint control_id, CDXUTControl* control, void* user_context)
{
    
switch(control_id)
    {
    
case IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
        
break;

    
case IDC_TOGGLE_REF:
        DXUTToggleREF();
        
break;

    
case IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true);
        
break;
    }
}

//--------------------------------------------------------------------------------------
// Initialize dialogs
//--------------------------------------------------------------------------------------
void InitDialogs()
{
    g_settings_dlg.Init(
&g_dlg_resource_manager);
    g_button_dlg.Init(
&g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    
int x = 35, y = 10, width = 125, height = 22;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
"Toggle full screen", x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L
"Toggle REF (F3)",     x, y += 24, width, height);
    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L
"Change device (F2)", x, y += 24, width, height, VK_F2);    
}

//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
    
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
| _CRTDBG_LEAK_CHECK_DF );
#endif

    
// Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
// TODO: Perform any application-level initialization here
    InitDialogs();

    
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit( truetruetrue ); // Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings( truetrue ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"Texture Color And Alpha Blend" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480, IsDeviceAcceptable, ModifyDeviceSettings );

    
// Start the render loop
    DXUTMainLoop();

    
// TODO: Perform any application-level cleanup here

    
return DXUTGetExitCode();
}

 

下載示例工程


posted on 2008-05-20 18:47 lovedday 閱讀(3680) 評(píng)論(1)  編輯 收藏 引用

評(píng)論

# re: 高級(jí)紋理映射技術(shù)(6) 2011-07-20 10:49 王聰

D3DTSS_TCI 中的tci可以理解 成texturecoord constant index嗎?  回復(fù)  更多評(píng)論   


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