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===== Chapter 2. DirectX Graphics / HAL/COM °³¿ä =====
 

 HAL(Hardware Abstraction Layer) : Çϵå¿þ¾îÀÇ ±â´É¿¡ Á¢±ÙÇϱâ À§ÇÑ °¡»óÀÇ Çϵå¿þ¾î °èÃþ.

 Win32App -> GDI -> DDI(Device Driver Interface) -> ±×·¡ÇÈ Ä«µå

 Win32App -> Direct3D API -> HAL Device -> DDI -> ±×·¡ÇÈÄ«µå.

 * HAL(Hardware Abstraction Layer) : Çϵå¿þ¾îÀÇ ±â´É¿¡ Á¢±ÙÇϱâ À§ÇÑ °¡»óÀÇ Çϵå¿þ¾î °èÃþ.

 * Win32App -> GDI -> DDI(Device Driver Interface) -> ±×·¡ÇÈ Ä«µå

 * Win32App -> Direct3D API -> HAL Device -> DDI -> ±×·¡ÇÈÄ«µå.

 
 Pluggable Software Device : Çϵå¿þ¾î¿¡¼­ Á¦°øÇÏÁö ¾Ê´Â ±â´ÉÀ» ¿¡¹Ä·¹ÀÌÆ®Çϱâ À§ÇÑ °¡»óÀÇ µð¹ÙÀ̽º.
 

 
===== Chapter 3. Direct3D¸¦ À§ÇÑ C/C++°ú COM ÇÁ·Î±×·¡¹Ö ±ÔÄ¢µé =====
 

 ÄÚµù ½ºÅ¸ÀÏ : Çë°¡¸®¾È Ç¥±â¹ý

 µð¹ö±ë : ¸ÖƼ ¸ð´ÏÅÍ µð¹ö±ë

 ¸®ÅÏ ÄÚµå : SUCCEEDED() FAILED() ¸ÅÅ©·Î¸¦ »ç¿ëÇÑ´Ù. Direct3D ÇÔ¼öÀÇ ¸®ÅÏ ÄÚµå´Â µ¿ÀÛ ¿©ºÎ¿Í »ó°ü¾øÀÌ ¼º°øÀ» ÀǹÌÇÏ´Â ¸®ÅÏ Äڵ带 ³»º¸³¾ ¼ö ÀÖ´Ù.

 * ÄÚµù ½ºÅ¸ÀÏ : Çë°¡¸®¾È Ç¥±â¹ý

 * µð¹ö±ë : ¸ÖƼ ¸ð´ÏÅÍ µð¹ö±ë

 * ¸®ÅÏ ÄÚµå : SUCCEEDED() FAILED() ¸ÅÅ©·Î¸¦ »ç¿ëÇÑ´Ù. Direct3D ÇÔ¼öÀÇ ¸®ÅÏ ÄÚµå´Â µ¿ÀÛ ¿©ºÎ¿Í »ó°ü¾øÀÌ ¼º°øÀ» ÀǹÌÇÏ´Â ¸®ÅÏ Äڵ带 ³»º¸³¾ ¼ö ÀÖ´Ù.

 
===== Chapter 4. ±âÇÏ / ½¦À̵ù(À½¿µÃ³¸®) / ÅؽºÃÄ ¸ÊÇÎÀÇ ±âÃÊ =====
 

 Direct3D´Â ¿Þ¼Õ ÁÂÇ¥°è¸¦ »ç¿ëÇÔ.

 Á¤Á¡ÀÇ À§Ä¡¸¦ ³ªÅ¸³»±â À§ÇØ ¿øÁ¡À¸·ÎºÎÅÍÀÇ º¤Å͸¦ »ç¿ëÇÑ´Ù. -> free vector¶ó°í ºÎ¸§

 * Direct3D´Â ¿Þ¼Õ ÁÂÇ¥°è¸¦ »ç¿ëÇÔ.

 * Á¤Á¡ÀÇ À§Ä¡¸¦ ³ªÅ¸³»±â À§ÇØ ¿øÁ¡À¸·ÎºÎÅÍÀÇ º¤Å͸¦ »ç¿ëÇÑ´Ù. -> free vector¶ó°í ºÎ¸§

  D3DVECTOR v3(0,2,2); // ±âº»¹öÀüÀÇ º¤Åͱ¸Á¶Ã¼
  D3DXVECTOR3 v3(0,2,2); // À¯Æ¿¸®Æ¼ ¶óÀ̺귯¸®
 °´Ã¼ÀÇ ¹æÇâ : LOOK(°´Ã¼°¡ ÇâÇÏ´Â Á¡), UP(°´Ã¼ÀÇ À­¸éÀÇ ¹æÇâ), POSITION(°´Ã¼ÀÇ À§Ä¡) º¤Å͸¦ »ç¿ëÇؼ­ Ç¥Çö.

 Direct3DÀÇ primitives : Á¡, ¼±, »ï°¢Çü -> ¸ðµç °´Ã¼°¡ »ï°ÝÇüÀ¸·Î ³ª´µµµ·Ï ÇÏ´Â °ÍÀÌ ¼º´É¿¡ µµ¿òÀÌ µÊ.

 Á¤Á¡µéÀÇ ÁýÇÕÀº ½Ã°è¹æÇâÀÇ ¼ø¼­·Î Á¤ÀÇÇÑ´Ù -> Backface Culling(º¸ÀÌÁö ¾Ê´Â µÞ¸éÀ» ±×¸®Áö ¾ÊÀ½) ¼öÇàÀ» À§Çؼ­ÀÓ.

 ¹ý¼±(Normal) : ¸éÀÇ ¾Õ¸éÀ» ³ªÅ¸³¿. ¸é¿¡ ´ëÇÏ¿© ¼öÁ÷.

 Gouraud Shading : Á¤Á¡ ´ÜÀ§·Î ºûÀ» ºñÃá °ªÀ» ¾òÀ½. Direct3DÀÇ ±âº» ½¦À̵ù ¸ðµåÀÌ´Ù. flat(¸é´ÜÀ§)/phong(Çȼ¿´ÜÀ§) shadingµµ Á¸Àç.

 Texture Mapping : Æú¸®°ï °´Ã¼ÀÇ ¸é¿¡ ºñÆ®¸Ê À̹ÌÁö¸¦ ÀÔÈ÷´Â °Í.

 generic addressing scheme : ÅؽºÃÄÀÇ Å©±â¿Í »ó°ü¾øÀÌ 0.0~1.0 ¹üÀ§ ³»ÀÇ Åؼ¿ ÁÖ¼Ò¸¦ Àû¿ëÇÏ´Â ¹æ½Ä.

 wrapping/clamping/mirroring µîÀ¸·Î texture addressing mode¸¦ º¯°æ °¡´É

 light/bump/environment/glow/detail/dot3 bump(³»Àû¹üÇÁ) mapping µîÀÌ ÀÖ´Ù.

 * Direct3DÀÇ primitives : Á¡, ¼±, »ï°¢Çü -> ¸ðµç °´Ã¼°¡ »ï°ÝÇüÀ¸·Î ³ª´µµµ·Ï ÇÏ´Â °ÍÀÌ ¼º´É¿¡ µµ¿òÀÌ µÊ.

 * Á¤Á¡µéÀÇ ÁýÇÕÀº ½Ã°è¹æÇâÀÇ ¼ø¼­·Î Á¤ÀÇÇÑ´Ù -> Backface Culling(º¸ÀÌÁö ¾Ê´Â µÞ¸éÀ» ±×¸®Áö ¾ÊÀ½) ¼öÇàÀ» À§Çؼ­ÀÓ.

 * ¹ý¼±(Normal) : ¸éÀÇ ¾Õ¸éÀ» ³ªÅ¸³¿. ¸é¿¡ ´ëÇÏ¿© ¼öÁ÷.

 * Gouraud Shading : Á¤Á¡ ´ÜÀ§·Î ºûÀ» ºñÃá °ªÀ» ¾òÀ½. Direct3DÀÇ ±âº» ½¦À̵ù ¸ðµåÀÌ´Ù. flat(¸é´ÜÀ§)/phong(Çȼ¿´ÜÀ§) shadingµµ Á¸Àç.

 * Texture Mapping : Æú¸®°ï °´Ã¼ÀÇ ¸é¿¡ ºñÆ®¸Ê À̹ÌÁö¸¦ ÀÔÈ÷´Â °Í.

 * generic addressing scheme : ÅؽºÃÄÀÇ Å©±â¿Í »ó°ü¾øÀÌ 0.0~1.0 ¹üÀ§ ³»ÀÇ Åؼ¿ ÁÖ¼Ò¸¦ Àû¿ëÇÏ´Â ¹æ½Ä.

 * wrapping/clamping/mirroring µîÀ¸·Î texture addressing mode¸¦ º¯°æ °¡´É

 * light/bump/environment/glow/detail/dot3 bump(³»Àû¹üÇÁ) mapping µîÀÌ ÀÖ´Ù.

 
=== 2002-11-24 ===
==== Chapter 5. The Basics ====

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