Game Engine Architecture
399 10 The Rendering Engine W hen most people think about computer and video games, the fi rst thing that comes to mind is the s ...
400 10. The Rendering Engine and other resources that should help you to gain an even deeper understand- ing of the topics we’ll ...
10.1. Foundations of Depth-Buffered Triangle Rasterization 401 provide the illusion of motion. This means a real-time rendering ...
402 10. The Rendering Engine of transparent and translucent objects in almost the same way opaque objects are rendered. A simple ...
403 10.1.1.2. Triangle Meshes Game developers have traditionally modeled their surfaces using triangle meshes. Triangles serve a ...
404 10. The Rendering Engine can cause an object’s silhouett e edges to look blocky, as shown in Figure 10.3; this is especially ...
405 mesh.) This mesh is automatically detessellated as the object gets farther away by collapsing certain edges. In eff ect, thi ...
406 10. The Rendering Engine rect3D (D3DRS_CULL) to D3DCULLMODE_CW, then any triangle whose vertices wind in a clockwise fashion ...
407 buff er (DirectX) or vertex array (OpenGL). The indices are stored in a separate buff er known as an index buff er or index ...
408 10. The Rendering Engine In a strip, the fi rst three vertices defi ne the fi rst triangle. Each subsequent vertex forms an ...
409 optimizes vertex reuse within the cache. It generally takes into account factors such as the size of the vertex cache(s) pre ...
410 10. The Rendering Engine A mesh instance contains a reference to its shared mesh data and also includes a transformation mat ...
411 direction of the surface normal at various points on the surface. They also encompass a description of how light should inte ...
412 10. The Rendering Engine Most photorealistic rendering engines account for the fi rst three of these be- haviors; diff racti ...
413 24 bits per pixel. In this format, each channel ranges from 0 to 255 rather than from zero to one. RGB565 uses fi ve bits fo ...
414 10. The Rendering Engine bitangent bi is sometimes confusingly called the binormal , even though it is not normal to the sur ...
415 // A typical vertex format with position, vertex normal // and one set of texture coordinates. struct Vertex1P1N1UV { Vector ...
416 10. The Rendering Engine 10.1.2.4. Attribute Interpolation The att ributes at a triangle’s vertices are just a coarse, discr ...
417 In order to determine how a ray of light will refl ect from a point on a sur- face, most lighting models make use of a vecto ...
418 10. The Rendering Engine highly tessellated, per-vertex lighting combined with Gouraud shading can yield reasonably good res ...
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