Terrain reading note: Chapter 1

xiaoxiao2021-03-06  15

Chapter 1. Getting Started with DirectX 9.0 and D3DX

I started watching Terrain today. Hurled the Chapter 1 in a hurry. I feel that Greg Snow is quite a master's style. It is easy to understand that it is easy to understand, and there is no humor. The first chapter is the main thing to talk about the math method in 3D, but it has a name that is not very compliant with the content ...

Like Wolfgang F. Engel, Snow is also using Application Framework in DX Sample to write Demo. Some people may feel a little lazy, and I hope to see all things including Message Pump like Lamothe. However, I feel that this is good, let a DX's novice can touch the core of DX, others say slowly.

Snook advocates not to explain the problem only with complex mathematical formulas. This point is true that I have been in my heart. Look at the present graphics book, full of mathematical formulas, dazzling, and people see people. Snook said that as long as the mathematics formulas appeared in his book, he uses a natural language to describe it, this is really too perfect.

The book also talked about why 3D API used the Left-Hand coordinate system, actually because of Right-Hand, Z became the origin and the origin, this unimpled, fainted.

The more exciting place is DOT Product. Especially Snow said that Dot Product can be considered to a plane. I used to see Dot Product, which is to see the definition, never thought about this playing, it's not bad.

That famous "Gimbal Lock" still sees me in the cloud. I understand that GIMBAL LOCK can be derived from mathematics to lose a degree of freedom, but imagine can't come out, ft, space imagination is too bad ...

Picking with interesting sentences:

[1] When two vectors are standardized, their norm is 1. ...... There are only some multiplication, addition, and a nauseaful anti-cosquicing.

[2] Many graphics books, ... also use rows to occupy excellent format. ... we are not alone.

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