Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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//-----------------------------------------------------------------------------
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// Name: BumpEarth Direct3D Sample
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//
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// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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Description
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===========
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The BumpEarth program demonstrates the bump mapping capabilities of Direct3D.
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Bumpmapping is a texture blending technique used to render the appearance of
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rough, bumpy surfaces. This sample renders a rotating, bumpmapped planet Earth.
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Note that not all cards support all features for all the various bumpmapping
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techniques (some hardware has no, or limited, bumpmapping support). For more
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information on bumpmapping, refer to the DirectX SDK documentation.
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Path
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====
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Source: DXSDK\Samples\Multimedia\D3D\BumpMapping\BumpEarth
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Executable: DXSDK\Samples\Multimedia\D3D\Bin
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User's Guide
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============
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The following keys are implemented. The dropdown menus can be used for the
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same controls.
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<Enter> Starts and stops the scene
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<Space> Advances the scene by a small increment
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<F1> Shows help or available commands.
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<F2> Prompts user to select a new rendering device or display mode
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<Alt+Enter> Toggles between fullscreen and windowed modes
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<Esc> Exits the app.
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Programming Notes
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=================
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Bumpmapping is an advanced multitexture blending technique that can be used
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to render the appearance of rough, bumpy surfaces. The bump map itself is a
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texture that stores the perturbation data. Bumpmapping requires two
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textures, actually. One is an environment map, which contains the lights
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that you see in the scene. The other is the actual bumpmapping, which
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contain values (stored as du and dv) used to "bump" the environment maps
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texture coordinates. Some bumpmaps also contain luminance values to control
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the "shininess" of a particular texel.
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This sample makes use of common DirectX code (consisting of helper functions,
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etc.) that is shared with other samples on the DirectX SDK. All common
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headers and source code can be found in the following directory:
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DXSDK\Samples\Multimedia\Common
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