--- share_link: https://share.note.sx/432fk0nz#QrHwi4GF8i8Br/2gDbauKzSsc3TUy6hNjn0oYBUNeUk share_updated: 2025-12-04T13:48:22+01:00 --- # Links & Lighting Stages & Pipeline: https://learn.microsoft.com/de-de/windows/win32/direct3d9/direct3d-architecture Strukturen: Vertices, Edges und Triangles Transformation: https://learn.microsoft.com/de-de/windows/win32/direct3d9/transforms World Transformation: https://learn.microsoft.com/de-de/windows/win32/direct3d9/world-transform View Transformation: https://learn.microsoft.com/de-de/windows/win32/direct3d9/view-transform Projection Transformation: https://learn.microsoft.com/de-de/windows/win32/direct3d9/projection-transform Camera Grenze: Near & Far Clipping Plane Licht: - Tiefen wahrnehmen -> Realismus - Zum Einbeziehen: Lichtquellen - Directional Light - Point Light - Spot Light - Typen: - Ambient Light - Diffuse Light - Specular Light - Emission Light - Formel für eine Lichtquelle: Texturen * (Umgebung + Diffuse) + Specular + Emission