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: VertexBlend 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 VertexBlend sample demonstrates a technique called vertex blending (also
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known as surface skinning). It displays a file-based object which is made to
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bend is various spots.
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Surface skinning is an impressive technique used for effects like smooth
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joints and bulging muscles in character animations.
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Note that not all cards support all features for vertex blending. For more
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information on vertex blending, refer to the DirectX SDK documentation.
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Path
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====
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Source: DXSDK\Samples\Multimedia\D3D\VertexBlend
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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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Vertex blending requires each vertex to have an associated blend weight.
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Multiple world transforms are set up using SetTransformState() and the
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blend weights determine how much contribution each world matrix has when
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positioning each vertex.
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In this sample, a mesh is loaded using the common helper code. What is
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important is how a custom vertex and a custom FVF is declared and used
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to build the mesh (see the SetFVF() call for the mesh object). Without
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using the mesh helper code, the technique is the same: just create a
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vertex buffer full of vertices that have a blend weight, and use the
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appropriate FVF.
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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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