tailieunhanh - 3d game engine programming phần 4

Điều đó có nghĩa rằng ít nhất một đỉnh nằm trên máy bay và không được nêu ra trên một mặt khác nhau hơn so với hai điểm khác. Một số ứng dụng có thể không muốn giải thích điều này như là một ngã tư. | 236 Chapter 6 The Render Device of the Engine Dealing with static and dynamic vertex and index buffers Rendering small amounts of data efficiently by batching You might think that you just encountered the proverbial giant. However take Novalis s advice and change your position to see the source code from a more abstract point of view. There are some tricky details here but from a distance you can hopefully see the shadow of the pygmy. Project Settings In this chapter your workload gets heavier but I will help carry it. First you need to add files to the current project. You can copy the project from Chapter 3 Engineering the Engine but you need to add new files which will carry some of the workload. Otherwise you ll end up with source files that are much too long. You also need to add new empty header and source files to the project named ZFXD3D from Chapter 3. Add the following files or just take the source code and project files provided on the CD-ROM The first of these three files should take several functions belonging to the class ZFXD3D. Keep the source files handy because you don t want the whole class implementation sitting in a single file plus the render device implementation will get big as you proceed through this chapter. You also need to integrate the work you did in the last two chapters so copy the and files with the math functions to the new project folder as well as the skin manager files and its header . On the following pages you will add a lot of things to the interface definition such as rendering primitives. This always means you have to change or add the code in two places. First the interface definition in the ZFXRenderDevice class needs to be changed. Next the actual implementation of the interface should also get the new function declarations and the implementations for them as well. You must change the ZFXD3D class which contains the .

TỪ KHÓA LIÊN QUAN