d3dLight.Position.x = 0.0f; d3dLight.Position.y = 100.0f; d3dLight. ... and remember kids, don't let directx get into the hands of those crummy bobsledders...
Intro to DirectX. Part 2. Meshes, Transformations, and Lighting. Danny Dyer ... Triangles are the (current) standard way of rendering objects, for the most part. ...
You can compose any mesh from a set of triangles, even 'smooth' objects. ... Transformations are used to convert geometry from one coordinate space to another. ...
Companion to the more detailed s available on the ... Specular Maps. Detail Textures. Store Data. Up Next... Putting it all together. bovicide@gmail.com ...