DirectX 11.1 Game Programming by 2013

DirectX 11.1 Game Programming by 2013

Author:2013
Language: eng
Format: epub
Publisher: Packt Publishing


These properties of the material can be set either in code or from the Properties window of the selected model in Scene.fbx.

In this project, we just use one shader and one texture for each material, but sometimes a material might have multiple textures or even shaders. It is more efficient to put everything you want in one shader and then apply the multiple materials to the submesh:

UINT => Length of pixel shader name Array of wchar_t => Read the name of pixel shader

In the Visual Studio Model Editor, you can assign eight textures to your material. In the following code, we just use the first texture, which is the color texture:

for I = 0 to I = 8 { UINT => Length of texture name Array of wchar_t => Read the name of texture }//end of textures }//end of materials BYTE => if 1 means the mesh contains skeletal animation UINT => The counts of sub mesh for each sub mesh { UINT => The index of material UINT => The index of index buffer UINT => The index of vertex buffer UINT => The start index of sub mesh UINT => The count of primitives }



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