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Advanced Animation with DirectX by Jim Adams

By Jim Adams

The timing of this book's unlock is unlucky simply because Microsoft made large adjustments to DirectX nine in the course of 2004. for that reason, the code during this publication is totally out of date this present day.

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LoadMesh не загружать меш совсем, установив указатель меш в NULL, при вызове функции. Эта возможность решать, какие компоненты загружать (меш и/или фреймы), делает третий вариант функции LoadMesh самым полезным, но и самым трудным для понимания. Фактически очень трудно объяснить механизм ее работы на данном этапе. X файлов, созданный с использованием методов, рассмотренных в главе 3. X файлов просматривает заданный файл для поиска данных меша и фреймов. Как только эти данные найдены анализатор решает - загружать ли меш, используя вторую версию функции LoadMesh (загрузка, используя объект IDirectXFileData), или загружать фрейм (и его матрицу преобразования, если она есть).

LoadVertexShader вы увидите вызов CreateVertexDeclaration, который используется для создания интерфейса IDirect3DVertexDeclaration9 из заданного массива вершин (pElements в прототипе LoadVertexShader). Указатель объекта объявления вершин хранится в указателе ppDecl, который также является параметром LoadVertexShader. Для использования функции LoadVertexShader, укажите в качестве ее параметров объект IDirect3DVertexShader9, который вы хотите создать, корректный объект IDirect3DDevice9 и имя файла вершинного шейдера.

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