简短的Direct3D8知识点小结

Direct3D8
Direct3DDevice8
VertexBuffer
IndexBuffer
CUSTOMVERTEX Structure (2D, 3D)
CUSTOMVERTEX Macro (2D, 3D)
ImageSurface
Texture
Cursor
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Three Coordinates ( Local, World, View)
Projection
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Before Rendering , don’t forget to set the VertexShader, Stream and Texture
DrawPrimitive
DrawPrimitive(UP) (This will reset the zero stream)
Don’t forget to SetTexture and SetStreamSource to NULL
 ———————————–
CameraX, CameraY and CameraZ  are the camera coordinates in the world space. when moving forward the camera( in the world space),the three value is changing like this:
CameraX += coefficient * sinf(rotY);
CameraY +=  coefficient * sinf(-rotX);
CameraZ += coefficient * cosf(rotX)*cosf(rotY);

By Lu Jun

80后男,就职于软件行业。习于F*** GFW。人生48%时间陪同电子设备和互联网,美剧迷,高清视频狂热者,游戏菜鸟,长期谷粉,临时果粉,略知摄影。

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