"I have a very bad feeling about this."
~ Luke Skywalker ~

- Serialization / Deserialization
- Data Types
- Networking
- Vertex Buffers
- Clouds
- Interfaces
- Generic Classes
- Culling
- General Optimisation
- Array Optimisation
- Shaders
- .x File Loading
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Direct-X Format – Possibly the best explanation of the format I've ever read. Its very detailed and explains all the syntax used in the actual format.
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Loading and displaying. X files without DirectX – had a good pseudo code for the entire process of loadng a mesh, boning and skinning it and animating it -
DirectX X binary file with c++ – aqua9880 Explains XFile templates although its in C++
- Look in the supplied SDK documentation under Direct 3 D?->Classes->XFile and the others related to it in the same area
- The Frames with no name that surrounded frames with content were the Mesh Groups created in 3DS. Panda Direct X? exporter just converts groups to unnamed Frames..doh!..
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DX9 Kick Start – This is just one page of it, check out the Contents page for more goodies. It has been kinda useful in explaining the Graphics Stream? object although I'm still clueless :¬)
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A forum post about VB, IB and GS Access
- 14.04.06 <– This is the day that I finally got my head around the Graphics Stream?, mark it on your calendars people for it is a great day in history :¬)
- OMG – does it ever end? :¬) so it all seemed pretty sorted till now when I suddenly realise wait, what are these face normals and face normal indices for? and then the follow up thought of wait, where the hell are the vertex normals?. Well the not so obvious answer is that its more DIY work to be done:
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Extracting Normals – this is the grail thread. i googled and i googled and nothing made any sense, then i spelt the search word correctly and found this gem ;¬)
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flipcode – Vertex Normals – got this link from the thread above, it has a simple function that I think im going to base the calculation i have to do on - calculation i have to do? yep more fun with maths hehe so the face normals and their indices can be used to generate the vertex normals. the thread above is ultra handy as they explain a few variations on doing this so im going to code them all up and then we can experiment with which one looks best for us.
- the only thing left to do after that is to use the Material List? of face indices. Basically we want to use this to group the faces that use the same material together so we can use fewer setTexture() calls. In one way its an optimisation but in another we have to address it anyway to a lesser degree to get any materials onto our models
- Textures
- Misc
- DirectX Classes possibly worth looking into:
- Clip Plane? & Clip Planes?
- Compressed Animation Set? – Implements a keyframe animation set that is stored in a compressed data format
- Geometry – Contains miscellaneous math-related functions such as Bounding Box Checking
- Manager – if not just for this one funciton: Manager.Disable D 3 D Spy? Method
- Prt – The Prt Engine? class is used to compute a precomputed radiance transfer (PRT) simulation. Its methods are typically used offline to compute per-vertex or per-texel transfer vectors in advance of real-time 3-D modeling
- Render To Enviroment Map? – Generalizes the process of rendering to environment maps. An environment map is used to texture-map scene geometry to provide a more sophisticated scene without using complex geometry. This class supports the creation of surfaces for the following kinds of geometry: cube, half sphere or hemispheric, parabolic, and sphere
- Render To Surface? – Generalizes the process of rendering to surfaces. Surfaces can be used in a variety of ways; for example, as render targets, or for off-screen rendering and rendering to textures
- Simplification Mesh? – optimises mesh object for faster performance
- Spherical Harmonics? – dunno, just sounds cool – hmm according to
here it can be used as a lightmap? im looking deeper into this one. check out the dx sample PRTPerVertex it uses SH apparantly
- State Block? – this allows us to store and retrieve Render States?