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Client/Library/dxx8/samples/Multimedia/Direct3D/EnvMapping/CubeMap/readme.txt
LGram16 e067522598 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

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//-----------------------------------------------------------------------------
// Name: CubeMap Direct3D Sample
//
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The CubeMap sample demonstrates an enviroment-mapping technique called
cube-mapping. Environment-mapping is a technique in which the environment
surrounding a 3D object (such as the lights, etc.) are put into a texture
map, so that the object can have complex lighting effects without expensive
lighting calculations.
Note that not all cards support all features for all the various environment
mapping techniques (such as cubemapping and projected textures). For more
information on environment mapping, cubemapping, and projected textures,
refer to the DirectX SDK documentation.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\EnvMapping\CubeMap
Executable: DXSDK\Samples\Multimedia\D3D\Bin
User's Guide
============
The following keys are implemented. The dropdown menus can be used for the
same controls.
<Enter> Starts and stops the scene
<Space> Advances the scene by a small increment
<F2> Prompts user to select a new rendering device or display mode
<Alt+Enter> Toggles between fullscreen and windowed modes
<Esc> Exits the app.
Programming Notes
=================
Cube-mapping is a technique which employs a 6-sided texture. Think of the
being inside a wall-papered room, and having the wallpaper shrink-wrapped
around an object. Cube-mapping is superior to sphere-mapping because the
latter is inherently view-dependant (spheremaps are constructed for one
particular viewpoint in mind). Cubemaps also have no geometry
distortions, so they can be generated on the fly using SetRenderTarget()
for each of the 6 cubemap's faces.
Cube-mapping works with Direct3D texture coordinate generation. By setting
D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR, Direct3D will generate cubemap
texture coordinates from the reflection vector for a vertex, thereby making
this technique easy for environment-mapping effects where the environment
is reflected in the object.
On hardware which does not support cube-maps, this sample will dynamically
create a spheremap each frame, and use that instead. Creation of the
spheremap is done using the ID3DXRenderToEnvMap interface.
This sample makes use of common DirectX code (consisting of helper functions,
etc.) that is shared with other samples on the DirectX SDK. All common
headers and source code can be found in the following directory:
DXSDK\Samples\Multimedia\Common