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GAM666/DPS901 Weekly Schedule 20123

601 bytes removed, 20:57, 29 August 2012
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* [https://scs.senecac.on.ca/~gam666/pages/content/2dmat.html 2D Mathematics (continued)]
** Matrix transformations
* [https://scs.senecac.on.ca/~gam666/pages/content/3dmat.html 3D Mathematics]
** Coordinate Systems
** Vectors
** Transformations
*** World Transformations
*** Camera Transformations
*** Projection Transformations
** Math Library
** Direct3D Utilities
* [https://scs.senecac.on.ca/~gam666/pages/content/basic.html Graphics Primitives]
** Graphics Primitive display paradigm
** Vertex buffers
** Implementing world, view, and projection transformations
=== To Do ===
=== This Week ===
* [https://scs.senecac.on.ca/~gam666/pages/content/3dmat.html 3D Mathematics (continued)]** Coordinate Systems** Vectors
** Transformations
*** World Transformations
** Math Library
** Direct3D Utilities
* [https://scs.senecac.on.ca/~gam666/pages/content/basic.html Graphics and Cameras]
** Graphics Primitive display paradigm
** Vertex buffers
** Implementing world, view, and projection transformations
* Mid-Term Test
=== To Do ===
 # Checkout Graphics# Run Graphics Sample# Create a Pyramid Graphic and introduce several Pyramid Objects into the Design objectStudy for Mid-Term Test
=== Resources ===
=== This Week ===
* [https://scs.senecac.on.ca/~gam666/pages/content/basic.html Graphics and Cameras (coninued)]** Graphics Primitive display paradigm** Vertex buffers** Implementing world, view, and projection transformations
** Vertex Data
** Vertex Lists
**** Capabilities
*** APIGraphic
* [https://scs.senecac.on.ca/~gam666/pages/content/3dren.html Visibility]
** Culling Techniques
*** Occlusion culling
**** Painter's algorithm
**** Depth Buffering
** Direct3D Implementation
=== To Do ===
## Run the Graphic Sample
## Code a CreatePyramid function for the Graphic Sample using the CreateBox function as a 'template'
# Visibility
## Checkout the Visibility Sample
## Run the Visibility Sample
## Add some objects in the distance and add an action to the framework that toggles from Z-buffering to W-Buffering to no buffering
=== Resources ===
=== This Week ===
* [https://scs.senecac.on.ca/~gam666/pages/content/heads3dren.html Heads Up DisplayVisibility]** Programming IssuesCulling Techniques** Direct3D* Occlusion culling*** Display*** APITextPainter's algorithm** Design*** Text ClassDepth Buffering*** CoordinationDirect3D Implementation
* [https://scs.senecac.on.ca/~gam666/pages/content/light.html Lighting]
** Light Components
=== To Do ===
# Heads Up DisplayVisibility## Checkout Heads Up Displaythe Visibility Sample## Run Heads Up Display the Visibility Sample## Add some text objects in the distance and add an action to the sampleframework that toggles from Z-buffering to W-Buffering to no buffering 
# Lighting
## Checkout Lighting
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]
<!-== Week 10 -Nov 11 == === This Week === 
* [https://scs.senecac.on.ca/~gam666/pages/content/textu.html Texturing]
** Texture Coordinates
**** Graphic Element
**** DeviceTexture Element
* [https://scs.senecac.on.ca/~gam666/pages/content/heads.html Heads Up Display]
** Programming Issues
** Direct3D
*** Display
*** APIText
** Design
*** Text Class
*** Coordination
=== To Do ===
# Heads Up Display## Checkout 9-LightingHeads Up Display## Run Lighting Heads Up Display Sample## Add some text to the sample# Checkout 10-Texturing
# Run Texturing Sample
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]
== Week 11 -->Nov 18 == === This Week ===