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Shadows   

Author:  TheTutor

Real-time shadows are a must if you want to pull off realistic real-time rendered scenes.  This tutorial shows how to do planar shadows, which is the rendering of the shadow of an object onto a flat “plane like” surface.  To accomplish this, the tutorial uses a two render pass shader, the stencil buffer, and what is known as the “shadow matrix”. 

Functions/Methods Used:  Direct3DCreate9(), D3DXCreateEffectFromFile(), D3DXMatrixShadow(), assert()

IDirect3D9::  CreateDevice(), Release()

IDirect3DDevice9::  BeginScene(), EndScene(), SetStreamSource(), SetIndices(), SetFVF(), DrawIndexedPrimitive(), Clear(), SetTransform(), Release()

ID3DXEffect:: Begin(), End(), OnLostDevice(), OnResetDevice(), BeginPass(), EndPass(), SetTechnique(), SetMatrix(), SetFloatArray(), Release()

ID3DXBuffer:: GetBufferPointer()

ID3DXMesh:: CloneMeshFVF(), LockVertexBuffer(), UnlockVertexBuffer(), GetVertexBuffer(), GetIndexBuffer(), GetNumVertices(), GetNumFaces(), Release()

HLSL:  mul(), normalize(), pow(), max(), dot()


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