19. Skybox (Cube Mapping)
19. Skybox (Cube Mapping)
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This lesson will show you how to create a skybox through a technique called cube mapping. We will learn how to create a cube texture using the directx texture tool.
18. First Person Camera
18. First Person Camera
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Here we will make a simple functional first person camera. We will create a function that updates the camera, and we will call that function after we test for input from the user. Of course, it would be much better coding practice to use a camera class, but I try to keep things as explicit as possible, and use functions as often as possible. This lesson builds off the Direct Input lesson, but its "blended" with the render states lesson. Since we have already covered a wireframe grid, I will not explain that stuff in this lesson, only the new code.
17. Loading 3D Models
17. Loading 3D Models
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In this lesson, we will learn how to use the ID3D10Mesh interface to store a 3d model file exported from a 3d modeler such as 3D Studio Max. Since you can find free loaders for almost any 3d model format, we will load a custom 3d model format exported from 3ds max, just to show you how it is done. We will be learning about and using the ID3D10Mesh interface, which we will use to store our 3d model into. This lesson builds off the last lesson, Direct Input.
16. Direct Input
16. Direct Input
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In this lesson, we will learn how to use Direct Input to get keyboard and mouse information from the user. This is a pretty short lesson that builds off the last lesson, Simple Lighting.
15. Simple Lighting
15. Simple Lighting
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To make our scenes more realistic and fun, we can use a technique called lighting. In this lesson, we will learn about the different kinds of light, and the math that is involved. At the end of the lesson, you will have learned how to impliment a simple lighting technique called Directional Lighting. Remember that the fixed function pipeline was taken out of directx 10, and structures and types used to impliment lighting in directx 9 were part of the fixed function pipeline. What this means, is lighting must now be done manualy in directx 10, making it a bit more tedious, but also giving you much more control over it.
14. Pixel Clipping
14. Pixel Clipping
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Here is a very short lessons on how to create a wire box type thing using the HLSL clip() function in an effect file.
13. Blending
13. Blending
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In this lesson, we will go over how to create a simple transparent cube in DirectX.
12. Blending
12. Blending
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In this lesson, we'll learn how to use simple blending. Blending can be used for many different effects, like the for glass in windows, or for masking textures and objects. Here we'll take 3 different images for the background, and slowly blend them together to make the background look interesting. We'll also learn how to make and use the alpha channel in a texture for blending.
11. Lighting
11. Lighting
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Without lighting, your scenes are bland and lack realism. With lighting, you have a more natural scene, you can see the solid form and volume of objects better and get a much more realistic feeling while wondering through your 3 Dimensional world.
10. Textures
10. Textures
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It would be pretty hard to make a detailed game without using textures. Here we shall cover how to apply textures to our primitives.
09. Transformations
09. Transformations
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This lessons will cover how to translate and scale objects in 3D space. We will learn about translation, scaling, and rotation matrices.
08. Rotation and Projection
08. Rotation and Projection
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This lesson will teach you how you can use matrices to rotate objects in world space. You will also learn how to set up a basic view and projection matrix (which is a basic camera) using D3DXMatrixLookAtLH() and D3DXMatrixPerspectiveFovLH().
07. Index Buffers
07. Index Buffers
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Index Buffers are used to speed up or optimize your program. They are pretty much the same thing as Vertex Buffers, but instead of storing vertices, it stores indeces. Buffers are used to speed up the rendering of geometry, and can be placed in video memory.
06. Color
06. Color
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This is a short tutorial showing you how to add color to your polygons.
05. Start Drawing!
05. Start Drawing!
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Now that we have all the initialization out of the way, we can start drawing polygons!
04. Fullscreen
04. Fullscreen
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This lesson will show you what you have to do to go fullscreen.
03. Initializing Direct3D
03. Initializing Direct3D
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In this Lesson you will learn how to Initialize a Direct3D Object. Initializing Direct3D assumes you have knowledge of how to program with windows API and can create a blank window.
02. Creating a Win32 Window
02. Creating a Win32 Window
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Learn how to set up and display a window with a message loop to keep the window displayed.
01. A little about DirectX
01. A little about DirectX
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Brief intro to DirectX.
01. DirectX 9 - Braynzar Soft Tutorials [Collection]
01. DirectX 9 - Braynzar Soft Tutorials
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This is a collection of directx 9 tutorials
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