If this sounds like a good deal to you, read on. Wright will tell you all about how to make use of them. Traditionally, 3D geometry used in games has been stored as static polygons in a structure like a mesh or BSP tree. However, by taking advantage of today's powerful graphics hardware and making use of Bezier patches, games can realize more organic shapes in real-time. This article explains how to optimize your current graphics engine's geometry and lighting pipeline by taking advantage of these new instructions.
Texture maps can suffer from several unfavorable visual effects.
One of the gmes in Microsoft's Directx 6 API is support for multiple texture mapping. Learn how to implement this feature, along with a fall back tecnique for handling out-dated silicon. The series continues as we examine how to integrate MFC inside the plug-in. A simple example of a Utility Plug-in is included. All rights reserved.