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Introduction to 3d game programming with directx 11
Introduction to 3d game programming with directx 11







introduction to 3d game programming with directx 11
  1. INTRODUCTION TO 3D GAME PROGRAMMING WITH DIRECTX 11 WINDOWS 10
  2. INTRODUCTION TO 3D GAME PROGRAMMING WITH DIRECTX 11 SERIES

Then for v0, v1, v2, I'd use the indices, not the vertices themselves. This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. For this purpose, I would store the edges in a temporary std::map, mapping a pair of indices (the edge) to the newly created index (always smaller index first to avoid problems with (10,12) vs. I simply would leave the existing vertices as are (thus only clear the indices) and append the new ones at the end. Introduction to 3D Game Programming with DirectX 11 Createspace Independent Publishing Platform This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. I would not care for efficency as long as the algorithm is not correct!įirst, we need to avoid vertex duplication. Or whether there is more efficient way if my thought is right. I would guess that he/she simply oversaw the duplication problem. No one can answer this except the author himself. I am pretty sure you are right, especially about the duplicated vertices! or whether there is more efficient way if my thought is right.why the author make the codes like this,.

INTRODUCTION TO 3D GAME PROGRAMMING WITH DIRECTX 11 SERIES

In my opinion, after this function calls those series of functions, _back, in the next iteration of the loop some of vertices may be repeatedly stored. The members of MeshData, Vertices and Indices, are vectors of STL.

INTRODUCTION TO 3D GAME PROGRAMMING WITH DIRECTX 11 WINDOWS 10

Unfortunately it is quite old and code may not work on modern systems such as windows 10 / visual studio 2019 it also uses the obsolete Effects framework. This function is in 'GeometryGenerator.cpp' file and does subdivide a mesh.īefore this fuction is called, a icosahedron is created and transmitted as the parameter meshData. Introduction to 3D Game Programming with DirectX 11 Franck Luna 2012 Most cited book by the community, considered to be the reference. For subdivision, we just care about the position component. Void GeometryGenerator::Subdivide(MeshData& meshData) Updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11.









Introduction to 3d game programming with directx 11