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¸ÖƼ ÅؽºÃĸ¦ »ç¿ëÇÒ ¼ö ÀÖ´Ù. ¿¹¸¦ µé¾î, º®µ¹ º®ÀÌ ÀÖÀ» ¶§ ÀÌ º®µ¹º®À»
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°°Àº È¿°ú¸¦ ¾ò±â À§Çؼ, ¹üÇÁ ¸ÅÇÎÀ» »ç¿ëÇÒ ¼ö ÀÖ´Ù´Â »ç½Ç¿¡ ÀÏ´Ü
½Å°æÀ» ¾²Áö ¸»¾Æ¶ó. µðÅ×ÀÏ ¸Ê°ú ¹üÇÁ ¸ÅÇÎÀº °°Àº ¸ñÀûÀ» °¡Áø´Ù.
µðÅ×ÀÏ ¸ÅÇÎÀÌ µé¾î°¡°Ô µÇ¸é Å« ÅؽºÃĸ¦ »ç¿ëÇÑ °Í°ú °°Àº È¿°ú¸¦
³¾ ¼ö ÀÖ´Ù. ´ÙÀÌ·ºÆ® Input¿¡ ´ëÇؼ´Â ÀÚ¼¼ÇÏ°Ô ¼³¸íÇÏÁö ¾ÊÀ»
°ÍÀÌ´Ù. Å°º¸µå »ç¿ë¹æ¹ý¸¸ ¼³¸í ÇÏ°Ú´Ù.
È»ìÇ¥ Up Key: º®µ¹ ¿ÀºêÁ§Æ®¸¦ È®´ëÇÑ´Ù. È»ìÇ¥ Down Key:
º®µ¹ ¿ÀºêÁ§Æ®¸¦ Ãà¼ÒÇÑ´Ù. ½ºÆäÀ̽º Key: µðÅ×ÀÏ ¸ÅÇÎÀ» On/Off
Åä±ÛÇÑ´Ù.
1) ¹öÅؽº ±¸Á¶Ã¼ ¹× ŸÀÔ ¼±¾ð
µðÅ×ÀÏ ¸ÊÀÌ ÇÊ¿äÇϱ⠶§¹®¿¡ 2°³ÀÇ ÅؽºÃÄ°¡ ÇÊ¿äÇÏ´Ù.
Çϳª´Â º£À̽º ¸ÊÀÌ°í , ¶Ç ´Ù¸¥ Çϳª´Â µðÅ×ÀÏ ¸ÊÀÌ´Ù. g_z´Â
Ä«¸Þ¶óÀÇ À§Ä¡ zÃà¿¡¼ÀÇ °ªÀÌ´Ù. g_bDetailÀº µðÅ×ÀÏ ¸ÅÇÎÀ» On/Off
°ªÀ» ³ªÅ¸³½´Ù. g_bSpace´Â ½ºÆäÀ̽ºÅ°¸¦ ´·¶À» ¶§ ¿¬¼ÓÀ¸·Î ´·ÁÁöÁö
¾Êµµ·Ï ÇÑ´Ù.
2) ¹öÅؽº ¹öÆÛÀÇ ÃʱâÈ.
ÅؽºÃÄ¿¡ ´ëÇÑ ÇÊÅ͸µ ¹æ¹ýÀÌ´Ù. 8.x°ú 9.xÀÌ Â÷ÀÌ°¡ ÀÖ´Ù.
//8.X¿¡¼
»ç¿ëµÇ´Â ¿É¼ÇÀ¸·Î ¿¹Á¦¿¡¼ »ç¿ëÇÏ°í ÀÖ´Â ¿É¼ÇÀÌ´Ù.
g_pd3dDevice->SetTextureStageState(0,
D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetTextureStageState(0,
D3DTSS_MINFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetTextureStageState(1,
D3DTSS_MAGFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetTextureStageState(1,
D3DTSS_MINFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetTextureStageState(0,
D3DTSS_MIPFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetTextureStageState(1,
D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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//9.X¿¡¼
»ç¿ëµÇ´Â ¿É¼ÇÀÌ´Ù.
g_pd3dDevice->SetSamplerState(0,
D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetSamplerState(0,
D3DSAMP_MINFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetSamplerState(1,
D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetSamplerState(1,
D3DSAMP_MINFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetSamplerState(0,
D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetSamplerState(1,
D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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ÅؽºÃÄÀÇ ÇÊÅÍ¿¡ ´ëÇÑ ¼³Á¤À» ÇÑ´Ù.
MYVERTEXÀÇ ±¸Á¶Ã¼ Çʵå du, dv°ªÀ» º¸¸é 10.0fÀÌ µé¾î°£´Ù. º£À̽º ÅؽºÃ¼¿¡ µðÅ×ÀÏ ÅؽºÃÄ°¡
10¹ø ¹Ýº¹µÈ´Ù.
3) ·»µå¸µ
D3DTA_TEXTURE: Direct3D´Â ÀÔ·ÂÀ¸·Î ÅؽºÃĸ¦ »ç¿ëÇÑ´Ù. Áï Direct3D´Â ÀÔ·ÂÀ¸·Î(SetTextureÈ£ÃâÇÔÀ¸·Î½á)
ÁöÁ¤ÇÑ ÅؽºÃÄÀÇ Àû´çÇÑ Åؼ¿ÀÇ »ö»óÀ» »ç¿ëÇÑ´Ù.
D3DTOP_SELECTARG1: ÅؽºÃÄ ½ºÅ×ÀÌÁöÀÇ Ã¹ ¹ø° ÀÔ·ÂÀ» º¯°æÇÏÁö ¾Ê°í Ãâ·ÂÀ¸·Î »ç¿ëÇÑ´Ù´Â °ÍÀ» ¾Ë·ÁÁØ´Ù. D3DTA_CURRENT: Direct3D´Â ÀÔ·ÂÀ¸·Î Àü ´Ü°è ÅؽºÃÄ ½ºÅ×ÀÌÁöÀÇ Ãâ·ÂÀ» »ç¿ëÇÑ´Ù.
D3DTOP_MODULATE2X ¿¬»êÀ» ÇÏ¸é µÎ Åؼ¿°ªÀ» °öÇÑ °á°ú¿¡ 2¸¦ ´õ °öÇϱ⠶§¹®¿¡ ´õ ¹à¾ÆÁø´Ù.
4) ¼Ò¸ê
g_pDetailMapÀ» ÇØÁ¦ÇÑ´Ù.
Ãâó: [Æß]Çߴµ¥ ¾ç½Éµµ ¾øÀÌ Àڱ⠱ÛÀξç Ãâóµµ ¹àÈ÷Áö ¾Ê´Â´Ù°í
Çù¹Ú ´çÇÒ±îºÁ Áö±Ý ºÎÅÍ¶óµµ Ãâó¸¦ ¸í½ÃÇÏ°Ú´Ù.
¼Ò½º http://monster3d.freeweb.hu/Tutorial/tutorial7.htm
Special EFFECTS Game Programming With DirectX(¹Î ÇÁ·¹½º)
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