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GAM666/DPS901 Weekly Schedule 20113

684 bytes added, 08:40, 8 November 2011
This Week
** [http://ankhsvn.open.collab.net/ AnkhSVN - Free Visual Studio SVN Integration Alternative To VisualSVN]
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== Week 6 - Oct 9 ==
=== This Week ===
=== This Week ===
* [https://cs.senecac.on.ca/~gam666/pages/content/3dmat.html 3D Mathematics (continued)]
** Transformations
*** World Transformations
*** Camera Transformations
*** Projection Transformations
** Math Library
** Direct3D Utilities
* [https://cs.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
* [https://cs.senecac.on.ca/~gam666/pages/content/basic.html Graphics Primitives (continued)]
** Model Branch
*** Scene Component
**** Scene Coordinator
**** Frame Base Class
**** Object Base Class
***** Box Derived Class
***** Grid Derived Class
*** Viewing Component
**** Viewing Coordinator
**** Camera Class
*** Design Component
** Direct-Device Branch
*** Graphics Card Component
**** Display Portal
**** Graphic Class
**** VertexList Class
=== To Do ===
# Checkout 7-Graphics Primitives# Run Graphics Primitive Sample# Derive Create a Plane Object from abstract base class ObjectPyramid Graphic and introduce several Pyramid Objects into the Design object
=== Resources ===
** DirectX documentation as installed on your local computer
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]
 
== Week 8 - Oct 30 ==
=== This Week ===
* Mathematics [https://cs.senecac.on.ca/~gam666/pages/content/basic.html Graphics and Cameras (addendum to course notesconinued)]** PlanesVertex Data** CollisionsVertex Lists** Direct3D Implementation*** Display**** PlanesCapabilities*** SpheresAPIGraphic
* [https://cs.senecac.on.ca/~gam666/pages/content/3dren.html Visibility]
** Culling Techniques
**** Painter's algorithm
**** Depth Buffering
** Direct Device Branch*** Graphics Card Component**** Display Portal* [https://cs.senecac.on.ca/~gam666/pages/content/light.html Lighting]** Model Branch*** Lighting Component**** Lighting coordinator**** Light primitive** Direct Device Branch*** Graphics Card component**** Display portal**** DeviceLight primitiveDirect3D Implementation
=== To Do ===
# Graphic and Camera## Checkout 8-the Graphic Sample## Run the Graphic Sample## Code a CreatePyramid function for the Graphic Sample using the CreateBox function as a 'template'# Visibility## Checkout the VisibilitySample## Run the Visibility Sample# Derive a Plane Object # Add some objects in the distance and add an action to the framework that toggles from abstract base class ObjectZ-buffering to W-Buffering to no buffering
=== Resources ===
** DirectX documentation as installed on your local computer
** [http://msdn.microsoft.com/en-us/library/ MSDN Library]
 
== Week 9 - Nov 6 ==
=== This Week ===
* [https://cs.senecac.on.ca/~gam666/pages/content/heads.html Heads Up Display]** Programming Issues** Direct3D*** Display*** APIText** Design*** Text Class*** Coordination* [https://cs.senecac.on.ca/~gam666/pages/content/light.html Lighting (continued)]** Direct Device BranchLight Components** Light Types** Programming Issues** Graphics Card componentDirect3D***Display* DeviceLight primitive** APILight** Design*** Light Class*** Coordination === To Do === # Heads Up Display## Checkout Heads Up Display## Run Heads Up Display Sample## Add some text to the sample# Lighting## Checkout Lighting## Run Lighting Sample## Add a spotlight to the sample === Resources ===* Lecture Material** DirectX documentation as installed on your local computer** [http://msdn.microsoft.com/en-us/library/ MSDN Library] <!--
* [https://cs.senecac.on.ca/~gam666/pages/content/textu.html Texturing]
** Texture Coordinates

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