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| share_link | share_updated |
|---|---|
| https://share.note.sx/432fk0nz#QrHwi4GF8i8Br/2gDbauKzSsc3TUy6hNjn0oYBUNeUk | 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