搜索资源列表
HLSL_SoftShadows
- 还是关于阴影的文档资料。nvidia--关于使用hlsl语言的。-Shadows are an important visual cue. Unfortunately, most real-time techniques f computing shadows generate hard and, in the case of shadow-maps, aliased shadows. We can soften the edges of the shadows by employ
Tutorial1_Ambient
- 关于环境光的设置, 是HLSL里面的内容,XNA可以参考一下-ambient light set
Tutorial3.2_PerPixelLight
- 逐像素光照的处理方式,适合入门 HLSL XNA-HLSL s Per Pixel Light
HLSLchujijiaocheng
- HLSL的技术资料,基于DirectX实现HLSL-HLSL technical information, based on DirectX HLSL implementation
CHUJIJIAOCHENGHLSL
- DIRECTX中的HLSL高级渲染语言初级教程-DIRECTX in the primary language of HLSL tutorials Advanced rendering
XNAintoHLSL
- 以前一直没搞明白HLSL,最近两天苦下功夫,终于算是学到了HLSL入门了。这里我将通过对一个矩形模型以BassicEffect贴图和通过HLSL贴图作对比,从而掌握在XNA中使用.fx效果文件,和初步了解HLSL。-simple application of HLSL in XNA
09.Edge
- 一个d3d shader 的实现 使用 HLSL语言。 使用 DirectX sdk 9.0 ,能熟悉 可编程管线的过程,熟悉 VS和ps -The implementation uses a d3d shader HLSL language. Using the DirectX sdk 9.0, can be familiar with the programmable pipeline process, familiar with the VS and ps
Intr-to-3DGame-Program-DirectX9.0c-
- 书名: Introduction to 3D Game Programmingwith DirectX- 9.0c - A Shader Approach 经典的DirectX 9.0c入门书籍龙书的2006年新版本, 相比03年的那般增加了非常多的内容, 包含的技术足够让读者做出一个简单但完整的游戏. 这本书在网上一直只有一个chm的版本, 非常不便于阅读, 现在托亚马逊kindle的福, 官方电子书版出现, 本人有幸获得, 并在此分享. -Introduction to 3D Game
DirectX-9
- Device类是DirectX里的所有绘图操作所必须的。可以把这个类假想为真实的图形卡。场景里所有其他图形对象都依赖于device。HLSL的内容-DirectX Device class is where all the necessary graphics operations. This class can be hypothetical to the real graphics card. All other graphic objects in the scene are depend
BumpMap
- DirectX中使用HLSL实现凹凸贴图。-The implement of BumpMap in DirectX with HLSL
SLGDemo4
- Silverlight4 的即时动画触发的制作,用到了HLSL语言编译的ps文件, 画面变换效果绚丽。语言用的C#-applications of Silverlight4 about animation。
01_HLSLSelfShadowing
- HLSL的高级应用,通过HLSL编程实现自遮蔽阴影。-The advanced application of the HLSL HLSL programming to achieve self- shadow is .
02_HLSLBumpTexture
- HLSL的高级应用,通过HLSL编程实现凹凸纹理映射。-The advanced applications of HLSL HLSL programming bump texture mapping.
03_HLSLCubeMapping
- HLSL的高级应用,通过HLSL编程实现立方体环境下的映射。-The advanced applications of HLSL HLSL programming , cube environment mapping .
04_HLSLCubeMappingRefract
- HLSL的高级应用,通过HLSL编程实现具有折射效果的立方体环境映射。-The advanced application of the HLSL HLSL programming effects of refraction of the cube environment mapping .
05_HLSLCubeMappingDynamic
- HLSL的高级应用,通过HLSL编程实现动态并且具有折射效果的立方体环境映射。-The advanced application of the HLSL HLSL programming dynamic and refraction effects of the cube environment mapping .
06_HLSLTweening
- HLSL的高级应用,通过HLSL编程实现渐变动画的效果。-The advanced applications of the HLSL HLSL programming fade animation effect .
07_HLSLSkinMesh
- HLSL的高级应用,通过HLSL实现蒙皮骨骼动画的效果。-Advanced applications in HLSL , HLSL skin skeletal animation effect .
04_HLSLSpecular
- hlsl 渲染,不用汇编语言渲染图像。范例是精通direct3d中的。-hlsl rendering, not assembly language rendered image. Example proficient direct3d.
OceanCS
- The simulation theory comes from the paper, “Simulating Ocean Water”, written by Jerry Tessendorf. The original sample was written in HLSL by NVIDIA, and I ported the code to use C++ AMP.