зеркало из https://github.com/microsoft/DirectXTK.git
Updated GeometricPrimitive (markdown)
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@ -90,8 +90,7 @@ These geometric primitives (based on the XNA Game Studio conventions) use right-
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For a left-handed view system:
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std::unique_ptr<GeometricPrimitive> shape(
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GeometricPrimitive::CreateTeapot( deviceContext, 1.f, 8, false ) );
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shape = GeometricPrimitive::CreateTeapot( deviceContext, 1.f, 8, false ) );
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_Note: Using the wrong value for rhcoords for your viewing setup will result in the objects looking 'inside out'._
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@ -100,19 +99,15 @@ These geometric primitives are intended for view from the 'outside' for efficien
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For a right-handed view system:
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std::unique_ptr<GeometricPrimitive> sky(
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GeometricPrimitive::CreateBox( deviceContext, XMFLOAT3(10,10,10), false, true);
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sky = GeometricPrimitive::CreateBox( deviceContext, XMFLOAT3(10,10,10), false, true);
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std::unique_ptr<GeometricPrimitive> sky(
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GeometricPrimitive::CreateSphere( deviceContext, 100.f, false, true);
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sky = GeometricPrimitive::CreateSphere( deviceContext, 100.f, false, true);
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For a left-handed view system:
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std::unique_ptr<GeometricPrimitive> sky(
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GeometricPrimitive::CreateBox( deviceContext, XMFLOAT3(10,10,10), true, true);
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sky = GeometricPrimitive::CreateBox( deviceContext, XMFLOAT3(10,10,10), true, true);
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std::unique_ptr<GeometricPrimitive> sky(
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GeometricPrimitive::CreateSphere( deviceContext, 100.f, true, true);
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sky = GeometricPrimitive::CreateSphere( deviceContext, 100.f, true, true);
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# Alpha blending
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Alpha blending defaults to using premultiplied alpha. To make use of 'straight' alpha textures, override the blending mode via the optional callback:
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@ -140,8 +135,7 @@ There are equivalent static methods for each of the factory methods that return
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it->textureCoordinate.y *= 5.f;
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}
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std::unique_ptr<GeometricPrimitive> customBox(
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GeometricPrimitive::CreateCustom( deviceContext, vertices, indices ) );
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customBox = GeometricPrimitive::CreateCustom( deviceContext, vertices, indices ) );
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# Feature Level Notes
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In order to support [all feature levels](http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx), the GeometricPrimitive implementation make use of 16-bit indices (``DXGI_FORMAT_R16_UINT``) which limits to a maximum of 65535 vertices.
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