Updated GeometricPrimitive (markdown)

Chuck Walbourn 2016-06-30 19:56:25 -07:00
Родитель 4c3f52fed2
Коммит fe4bafcbfa
1 изменённых файлов: 6 добавлений и 12 удалений

@ -90,8 +90,7 @@ These geometric primitives (based on the XNA Game Studio conventions) use right-
For a left-handed view system:
std::unique_ptr<GeometricPrimitive> shape(
GeometricPrimitive::CreateTeapot( deviceContext, 1.f, 8, false ) );
shape = GeometricPrimitive::CreateTeapot( deviceContext, 1.f, 8, false ) );
_Note: Using the wrong value for rhcoords for your viewing setup will result in the objects looking 'inside out'._
@ -100,19 +99,15 @@ These geometric primitives are intended for view from the 'outside' for efficien
For a right-handed view system:
std::unique_ptr<GeometricPrimitive> sky(
GeometricPrimitive::CreateBox( deviceContext, XMFLOAT3(10,10,10), false, true);
sky = GeometricPrimitive::CreateBox( deviceContext, XMFLOAT3(10,10,10), false, true);
std::unique_ptr<GeometricPrimitive> sky(
GeometricPrimitive::CreateSphere( deviceContext, 100.f, false, true);
sky = GeometricPrimitive::CreateSphere( deviceContext, 100.f, false, true);
For a left-handed view system:
std::unique_ptr<GeometricPrimitive> sky(
GeometricPrimitive::CreateBox( deviceContext, XMFLOAT3(10,10,10), true, true);
sky = GeometricPrimitive::CreateBox( deviceContext, XMFLOAT3(10,10,10), true, true);
std::unique_ptr<GeometricPrimitive> sky(
GeometricPrimitive::CreateSphere( deviceContext, 100.f, true, true);
sky = GeometricPrimitive::CreateSphere( deviceContext, 100.f, true, true);
# Alpha blending
Alpha blending defaults to using premultiplied alpha. To make use of 'straight' alpha textures, override the blending mode via the optional callback:
@ -140,8 +135,7 @@ There are equivalent static methods for each of the factory methods that return
it->textureCoordinate.y *= 5.f;
}
std::unique_ptr<GeometricPrimitive> customBox(
GeometricPrimitive::CreateCustom( deviceContext, vertices, indices ) );
customBox = GeometricPrimitive::CreateCustom( deviceContext, vertices, indices ) );
# Feature Level Notes
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.