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