3 D Graphics

3D Graphics with XNA Game Studio 4.0 by Sean James

By Sean James

This e-book is designed as a step by step instructional that may be learn via from starting to finish, with each one bankruptcy construction at the final. each one part, even though, is usually used as a reference for imposing a number of digicam versions, lighting tricks, and so on. The chapters are full of illustrations, screenshots, and instance code, and every bankruptcy is predicated round the production of 1 or extra instance initiatives. by way of the top of the 1st bankruptcy you've gotten created the framework that's used and greater upon for the remainder of the booklet, and by way of the top of the booklet you've got applied dozens of lighting tricks, digicam kinds, lights versions and extra utilizing that framework. This e-book is especially written in the event you are conversant in item orientated programming and C# and who're drawn to taking 3D photos in their XNA video games to the subsequent point. This booklet can be beneficial as studying fabric when you are new to pics and when you want to extend their toolset. additionally, it may be utilized by video game builders trying to find an implementation advisor or reference for results or thoughts they're already acquainted with.

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Let's start with ambient lighting: Ambient lighting is an attempt at simulating all the light that bounces off of other objects, the ground, and so on, which would be found in the real world. If you look at an object that doesn't have light shining directly onto it, you can still see it because light has bounced off of other objects nearby and lit it somewhat. As we can't possibly simulate all the bounced rays of light (technically, [ 56 ] Chapter 2 we can with a technique called ray tracing, but this is very slow), we instead simplify it into a constant color value.

If the address mode is set to "wrap," the coordinates will be wrapped through the texture repeatedly. This can be used to create a tiling effect on terrain, for example. For now, because we are drawing so few models, we will use anisotropic filtering. We will also enable mip mapping and set the address mode to "wrap". sampler BasicTextureSampler = sampler_state { texture = ; MinFilter = Anisotropic; // Minification Filter MagFilter = Anisotropic; // Magnification Filter MipFilter = Linear; // Mip-mapping AddressU = Wrap; // Address Mode for U Coordinates AddressV = Wrap; // Address Mode for V Coordinates }; This will give our models a nice, smooth appearance in the foreground and a uniform appearance in the background: [ 55 ] Introduction to HLSL Diffuse colors Looking at the screenshot that appears immediately before the Texture sampling section, there is a problem with our render: some parts of the model are completely white.

This can be used to create a tiling effect on terrain, for example. For now, because we are drawing so few models, we will use anisotropic filtering. We will also enable mip mapping and set the address mode to "wrap". sampler BasicTextureSampler = sampler_state { texture = ; MinFilter = Anisotropic; // Minification Filter MagFilter = Anisotropic; // Magnification Filter MipFilter = Linear; // Mip-mapping AddressU = Wrap; // Address Mode for U Coordinates AddressV = Wrap; // Address Mode for V Coordinates }; This will give our models a nice, smooth appearance in the foreground and a uniform appearance in the background: [ 55 ] Introduction to HLSL Diffuse colors Looking at the screenshot that appears immediately before the Texture sampling section, there is a problem with our render: some parts of the model are completely white.

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