Managed DirectX 9 Kick Start: Graphics and Game Programming

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camera

    depth position

        as variable 

    options

        setting 

    text drawing 

Caps

    storage 

Car class, Dodger game 

car, adding to game  2nd  3rd  4th  5th  6th  7th  8th  9th 

chorus effect 

classes

    BaseTexture 

    Device  2nd  3rd  4th  5th  6th  7th  8th  9th  10th  11th 

    GraphicsSprite 

    Line class 

    ProgressiveMesh 

    Resource  2nd  3rd 

    Sprite class  2nd  3rd  4th  5th  6th  7th 

cleaning meshes 

    parameters 

client connections

    initializing 

client/server sessions

    DirectPlay

        connecting clients  2nd  3rd  4th  5th  6th  7th 

        data packets, sending  2nd  3rd  4th  5th  6th  7th  8th 

        lost events on server  2nd 

        received data, client  2nd 

    DirectPlay and 

        dedicated server session  2nd  3rd  4th  5th  6th 

ClientInformation event 

Clone method 

cloning

    mesh data  2nd  3rd  4th 

color

    textures

        blended textures  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 

color values

    ambient lighting 

    diffuse lighting

        white 

compression effect 

Connect method

    overloads 

ConnectComplete event 

connections

    voice sessions, DirectPlay 

constants

    specular highlighting 

constructors

    device creation 

    devices

        overloads 

    meshes 

    texture

        parameters 

containers

    meshes

        rendering  2nd  3rd 

Control Panel

    device-specific 

conversion

    formats

        detecting 

    modeling software 

coordinates

    defining 

    left-handed system 

    transformed 

cylinders

    left-handed coordinate system 

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