以下答案仅供参考,有错欢迎留言。 Chapter 10 : Stenciling 1. Prove that the general shadow matrix S reduced to Sdir if Lw = 0 and S reduces to Spoint for Lw = 1. P.833~834的C.4.7 Ray/Plane Intersection给出
以下答案仅供参考,有错欢迎留言。 Chapter 9 : Blending 1. Modify the “Transparent Water” demo by using the following line before drawing the water: md3dImmediateContext->OMSetBlendState(TransparentBS, b
以下答案仅供参考,有错欢迎留言。 Chapter 8 : Texturing 1. Experiment with the “Crate” demo by changing the texture coordinates and using different address mode combinations and filtering options. In partic
以下答案仅供参考,有错欢迎留言。 Chapter 7 : Lighting 这一章的内容相对来说比较简单,没有什么复杂的步骤,但也需要多尝试得到不同的视觉效果。 1. Modify the lighting demo of this chapter so that the directional light only emits red light, the point lig
以下答案仅供参考,有错欢迎留言。 Chapter 5:The Rendering Pipeline 1. Construct the vertex and index list of a pyramid(金字塔), as shown in Figure 5.35(即下图). Vertex pyramid[5] = {v0, v1, v2, v3, v4, v5};
以下答案仅供参考,有错欢迎留言。 Chapter 4:Direct3D Initialzation 1. Modify the previous exercise solution by disabling the ALT-ENTER functionality to switch between full screen and windowed mode; use th