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readme.txt
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//-----------------------------------------------------------------------------
// Name: Lighting Direct3D Sample
//
// Copyright (c) 1995-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
Description
===========
The Lighting samples shows how to use D3D lights when rendering. It shows
the difference between the various types of lights (ambient, point,
directional, spot), how to configure these lights, and how to enable and
disable them.
Path
====
Source: DXSDK\Samples\Multimedia\D3D\Lighting
Executable: DXSDK\Samples\Multimedia\D3D\Bin
User's Guide
============
The following keys are implemented. The dropdown menus can be used for the
same controls.
<Enter> Starts and stops the scene
<Space> Advances the scene by a small increment
<F2> Prompts user to select a new rendering device or display mode
<Alt+Enter> Toggles between fullscreen and windowed modes
<Esc> Exits the app.
Programming Notes
=================
D3D lights can be used to shade and color objects that are rendered. They
modify the color at each vertex of the primitives rendered while the lights
are active. Note that the walls and floor of this sample contain many
vertices, so the lighting is fairly detailed. If the vertices were only at
the corners of the walls and floor, the lighting effects would be much
rougher because of the reduced number of vertices. You can modify the m_m
and m_n member variables in this program to see how the vertex count affects
the lighting of the surfaces.
There are ways to generate lighting effects other than by using D3D lights.
Techniques like light mapping can create lighting effects that are not
limited to being computed only at each vertex. Vertex shaders can generate
more unusual, realistic, or customized lighting at each vertex. Pixel shaders
can perform lighting computation at each pixel of the polygons being rendered.
This sample makes use of common DirectX code (consisting of helper functions,
etc.) that is shared with other samples on the DirectX SDK. All common
headers and source code can be found in the following directory:
DXSDK\Samples\Multimedia\Common