From DarkGDK Programming Wiki
(Latest | Earliest) View (previous 50) (next 50) (20 | 50 | 100 | 250 | 500)
- 10:41, April 10, 2009 (hist) (diff) Shader (top)
- 10:39, April 10, 2009 (hist) (diff) N Shader (New page: A shader is a piece of code used by 3D engines to determine how an object should be rendered. Normal programs run on the CPU of your computer, but shaders run on the GPU, your graphics car...)
- 10:28, April 10, 2009 (hist) (diff) Texture (Adding categories) (top)
- 10:28, April 10, 2009 (hist) (diff) N Texture (New page: A texture in 3D graphics refers to a 2D bitmap image that is used to make objects more than a plain colour. Sometimes people use the term 'texel', which means a texture pixel. This is just...)
- 10:22, April 10, 2009 (hist) (diff) N Sprite (New page: Sprites is a term used a lot in game development. They refer usually to 2D bitmap images used to represent objects and characters in games. Direct3D provides its own way of handling sprite...) (top)
- 10:15, April 10, 2009 (hist) (diff) N Mip map (Redirecting to MipMap) (top)
- 10:15, April 10, 2009 (hist) (diff) N Mipmap (Redirecting to MipMap) (top)
- 10:14, April 10, 2009 (hist) (diff) DbSetObjectTexture (top)
- 10:13, April 10, 2009 (hist) (diff) DbSetObjectTexture
- 10:12, April 10, 2009 (hist) (diff) N Category:Background (New page: These pages are not specific to DarkGDK, but contain useful information about 3D graphics and game engines and how they are used in DarkGDK.) (top)
- 10:11, April 10, 2009 (hist) (diff) MipMap (top)
- 10:10, April 10, 2009 (hist) (diff) N File:Mipmap.jpg (Example of a mipmapped image.) (top)
- 10:09, April 10, 2009 (hist) (diff) MipMap
- 10:08, April 10, 2009 (hist) (diff) MipMap
- 10:07, April 10, 2009 (hist) (diff) MipMap (Adding categories)
- 10:06, April 10, 2009 (hist) (diff) N MipMap (New page: MipMaps (also called MIP maps and mipmaps) are different sizes of a main texture. These are used by 3D engines when the camera moves further away from objects. The advantage of mipmaps is ...)
- 09:53, April 10, 2009 (hist) (diff) DbSetObjectTexture (Adding categories)
- 21:33, March 31, 2009 (hist) (diff) Talk:DbYRotateObject (top)
- 18:39, March 30, 2009 (hist) (diff) N User:Jezza112 (New page: Hi, I'm Jezza. I am fluent in C++, and write games in DirectX. My current project is a game engine using DirectX and physX, sorta taking after GDK but allowing more flexability, and better...) (top)
- 18:33, March 30, 2009 (hist) (diff) m DbGhostObjectOn (top)
- 18:32, March 30, 2009 (hist) (diff) DbLockObjectOn (top)
- 18:32, March 30, 2009 (hist) (diff) DbLockObjectOn
- 18:31, March 30, 2009 (hist) (diff) DbLockObjectOff (top)
- 18:30, March 30, 2009 (hist) (diff) N Talk:DbYRotateObject (New page: Are you sure this rotates as opposed to setting the rotation. I.e. is this absolute or relative to current rotation?)
- 18:26, March 30, 2009 (hist) (diff) DbRGB (top)
- 21:16, December 26, 2008 (hist) (diff) DbSync (top)
- 21:15, December 26, 2008 (hist) (diff) DbSync
- 21:14, December 26, 2008 (hist) (diff) N DbSync (New page: Updates the contents of the screen, using the positions of all the objects and adding them all to the back buffer before displaying this on the screen. == Syntax == <pre>void dbSync ( voi...)
- 17:32, November 4, 2008 (hist) (diff) N Category:Undocumented Commands (New page: These are commands that have been made by TGC and incorporated into DarkGDK, but for one reason or another have not been written up into the documentation supplied with it.) (top)
- 17:25, November 4, 2008 (hist) (diff) N DbGetObjectWorldMatrix (New page: Retrieves a D3DXMATRIX containing the location, scaling and rotation of a specified object or limb. ==Syntax== <pre>void dbGetObjectWorldMatrix ( int iID, int iLimb, D3DXMATRIX* pMatrix ...) (top)
- 17:19, November 4, 2008 (hist) (diff) N DbSetObjectWorldMatrix (New page: This commands sets the position of an object using a Direct3D transformation matrix. It is undocumented, but very useful for advanced users, and also for integrating with other APIs such a...)
- 19:12, October 14, 2008 (hist) (diff) N DbSetCameraFOV (New page: This command sets the field of view either for the default camera or the specified camera. The default value is, strangely, 61.95. == Syntax == <pre>void dbSetCameraFOV ( float fAngle )...) (top)
- 17:41, October 11, 2008 (hist) (diff) N Category:Input Commands (New page: These commands can be used to get input from the user.) (top)
- 17:40, October 11, 2008 (hist) (diff) DbMouseMoveZ (top)
- 17:39, October 11, 2008 (hist) (diff) DbMouseMoveZ
- 15:56, October 10, 2008 (hist) (diff) N DbMouseMoveZ (New page: This will return the amount the mouse scroll wheel has moved since the last frame. It is was scrolled up, a positive value is return, if down a negative one. ==Syntax== <pre>int dbMouseMo...)
- 20:59, August 1, 2008 (hist) (diff) DbCloneObject
- 20:58, August 1, 2008 (hist) (diff) DbInstanceObject (New page: The command creates an identical copy of an object, but the object will always share certain propeties with the original ==Syntax== <pre>void dbInstanceObject ( int iObject, int iSource )...) (top)
- 09:42, July 31, 2008 (hist) (diff) Pages that need making!!!
- 08:17, July 21, 2008 (hist) (diff) m Pages that need making!!!
- 19:34, July 20, 2008 (hist) (diff) DarkGDK Programming Wiki
- 19:33, July 20, 2008 (hist) (diff) DarkGDK Programming Wiki
- 19:32, July 20, 2008 (hist) (diff) Basic Program
- 19:29, July 20, 2008 (hist) (diff) Basic Program (New page: This page talks you through a very, very simple program. It is intended for beginners, and will explain how a DarkGDK program is laid out and how it works. This program moves a cube forwar...)
- 15:17, July 20, 2008 (hist) (diff) File:Wiki wide.png (wide logo) (top)
- 15:16, July 20, 2008 (hist) (diff) File:Wiki.png (logo) (top)
- 14:57, July 20, 2008 (hist) (diff) Pages that need making!!!
- 14:56, July 20, 2008 (hist) (diff) Pages that need making!!!
- 08:17, July 20, 2008 (hist) (diff) DarkGDK Programming Wiki
- 08:17, July 20, 2008 (hist) (diff) DarkGDK Programming Wiki
(Latest | Earliest) View (previous 50) (next 50) (20 | 50 | 100 | 250 | 500)
