hwr-notes/Grafik/Hackbarth/Links & Lighting.md
2026-04-09 11:24:56 +02:00

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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