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29 lines
No EOL
1,009 B
Markdown
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share_link: https://share.note.sx/432fk0nz#QrHwi4GF8i8Br/2gDbauKzSsc3TUy6hNjn0oYBUNeUk
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share_updated: 2025-12-04T13:48:22+01:00
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---
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# Links & Lighting
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Stages & Pipeline: https://learn.microsoft.com/de-de/windows/win32/direct3d9/direct3d-architecture
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Strukturen: Vertices, Edges und Triangles
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Transformation: https://learn.microsoft.com/de-de/windows/win32/direct3d9/transforms
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World Transformation: https://learn.microsoft.com/de-de/windows/win32/direct3d9/world-transform
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View Transformation: https://learn.microsoft.com/de-de/windows/win32/direct3d9/view-transform
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Projection Transformation: https://learn.microsoft.com/de-de/windows/win32/direct3d9/projection-transform
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Camera Grenze: Near & Far Clipping Plane
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Licht:
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- Tiefen wahrnehmen -> Realismus
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- Zum Einbeziehen: Lichtquellen
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- Directional Light
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- Point Light
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- Spot Light
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- Typen:
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- Ambient Light
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- Diffuse Light
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- Specular Light
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- Emission Light
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- Formel für eine Lichtquelle: Texturen * (Umgebung + Diffuse) + Specular + Emission |