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Direct3D Rendering Cookbook

You're reading from   Direct3D Rendering Cookbook For C# .NET developers this is the ultimate cookbook for Direct3D rendering in PC games. Covering all the latest innovations, it teaches everything from debugging to character animation, supported throughout by illustrations and sample code.

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Product type Paperback
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Length 430 pages
Edition Edition
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Author (1):
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Justin Stenning Justin Stenning
Author Profile Icon Justin Stenning
Justin Stenning
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Table of Contents (19) Chapters Close

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D FREE CHAPTER 2. Rendering with Direct3D 3. Rendering Meshes 4. Animating Meshes with Vertex Skinning 5. Applying Hardware Tessellation 6. Adding Surface Detail with Normal and Displacement Mapping 7. Performing Image Processing Techniques 8. Incorporating Physics and Simulations 9. Rendering on Multiple Threads and Deferred Contexts 10. Implementing Deferred Rendering 11. Integrating Direct3D with XAML and Windows 8.1 Further Reading
Index

Rendering a cube and sphere


In this recipe, we will be rendering a simple cube and generating and rendering a sphere and a quad. We will explore the transformation of each of the objects within the 3D world space.

To prepare ourselves for materials and lighting, we will include a normal vector in our vertex structure. The normal vector is a vector that indicates what direction is perpendicular to a tangent on the surface of the object. For each fragment in the pixel shader, we can use the normal vector to determine the angles between the viewer, light source, and surface. This value is necessary so that we can calculate the impact of lighting.

Getting ready

For rendering our cube and sphere, we will first prepare ourselves by following the ensuing steps:

  1. Begin by adding a new Direct3D project to our solution.

  2. Prepare the new project for rendering as per the Rendering primitives recipe in Chapter 2, Rendering with Direct3D, remembering to add the necessary references and to add the build event...

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