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create barcode c#.net s 3D GAME PROGRAMMING BASICS in Font
CHAPTER 7 s 3D GAME PROGRAMMING BASICS Data Matrix 2d Barcode Encoder In None Using Barcode printer for Font Control to generate, create DataMatrix image in Font applications. www.OnBarcode.comQR Maker In None Using Barcode drawer for Font Control to generate, create QR Code 2d barcode image in Font applications. www.OnBarcode.comFigure 75. Vertices rendered as a point list
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Data Matrix 2d Barcode Scanner In C# Using Barcode decoder for .NET Control to read, scan read, scan image in .NET framework applications. www.OnBarcode.comCreating Data Matrix ECC200 In Java Using Barcode printer for BIRT Control to generate, create Data Matrix ECC200 image in BIRT reports applications. www.OnBarcode.comCHAPTER 7 s 3D GAME PROGRAMMING BASICS
Encode EAN 13 In Visual Basic .NET Using Barcode maker for VS .NET Control to generate, create GS1  13 image in VS .NET applications. www.OnBarcode.comDrawing Barcode In VS .NET Using Barcode printer for ASP.NET Control to generate, create Barcode image in ASP.NET applications. www.OnBarcode.com TriangleList: The vertices are rendered in groups of three, as isolated triangles. This provides you with the greatest flexibility when rendering complex scenes, but there s the drawback of having duplicated vertices if you want to draw connected triangles. Figure 78 shows the use of the triangle list primitive type to render vertices. Barcode Creator In ObjectiveC Using Barcode maker for iPad Control to generate, create Barcode image in iPad applications. www.OnBarcode.comBarcode Drawer In ObjectiveC Using Barcode printer for iPhone Control to generate, create Barcode image in iPhone applications. www.OnBarcode.comFigure 78. The same vertices rendered as a triangle list
Data Matrix 2d Barcode Creation In ObjectiveC Using Barcode creator for iPhone Control to generate, create Data Matrix ECC200 image in iPhone applications. www.OnBarcode.comUPC A Creation In VB.NET Using Barcode generator for .NET framework Control to generate, create UPC Code image in .NET framework applications. www.OnBarcode.com TriangleStrip: You use this primitive type when drawing connected triangles. It s more efficient for rendering scenes, because you don t have to repeat the duplicated vertices. Every new vertex (after the first two) added to the buffer creates a new triangle, using the last two vertices. Figure 79 presents a triangle strip primitive type example. QR Code JIS X 0510 Maker In ObjectiveC Using Barcode generator for iPhone Control to generate, create QR Code JIS X 0510 image in iPhone applications. www.OnBarcode.comMaking Matrix 2D Barcode In Visual C#.NET Using Barcode creator for VS .NET Control to generate, create Matrix image in VS .NET applications. www.OnBarcode.comFigure 79. The same vertices rendered as a triangle strip
Making GS1128 In Visual Studio .NET Using Barcode creation for ASP.NET Control to generate, create GTIN  128 image in ASP.NET applications. www.OnBarcode.comGenerating ECC200 In Java Using Barcode creator for Java Control to generate, create ECC200 image in Java applications. www.OnBarcode.com TriangleFan: In this primitive, all the triangles share a common vertex the first one in the buffer and each new vertex added creates a new triangle, using the first vertex and the last defined one. Figure 710 illustrates the last of the primitive types, the triangle fan. CHAPTER 7 s 3D GAME PROGRAMMING BASICS
Figure 710. The same vertices rendered as a triangle fan
s Note When drawing triangles, you need to take special care about the triangle vertex ordering if you want XNA to know correctly which triangles are facing the camera and which ones are not. This is important when drawing complex objects such as a donut, for example. To determine the front side of a triangle, follow its vertices, from the first to the last one according to their definition order, with the fingers of your right hand. Your thumb will point to the front side of the triangle, just like you did with the righthanded coordinate system in Figure 71. The back side of the triangle can be drawn or not, according to the CullMode setting of the RenderState class, so you need to create all the triangles of an object following the same order. Vectors, Matrices, and 3D Transformations
Before you re ready to create your first 3D program, there are still some important concepts to learn. Understanding the importance of 3D vectors and matrices is possibly the most important one of all. It s important to understand that vectors, besides storing the positional values, provide many helper methods that will come in handy when creating your games. Vector3 is the most commonly used vector in 3D games, and some of its most important methods are as follows: Vector3.Distance: Given two points, return a float representing the distance between them. Vector3.Add and Vector3.Subtract: Add and subtract two vectors. Vector3.Multiply and Vector3.Divide: Multiply and divide two vectors, or a vector by a float value. CHAPTER 7 s 3D GAME PROGRAMMING BASICS
Vector3.Clamp: Constrain the vector components into a given range useful when defining lights or matrices values that only support values among a given range. Vector3.Lerp: Calculate the linear interpolation between two vectors. Vector3.SmoothStep: Interpolate two vectors according to a float given as a weight value. Besides these methods, Vector3 offers a series of shortcuts for special vectors, such as Vector.Zero for an empty vector, Vector3.Up for the (0,1,0) vector, Vector3.Right for the (1,0,0) vector, and others. Vector2 and Vector4 provide similar methods and shortcuts. Many of these methods and shortcuts, as you ll see in this chapter and the next ones, are used when defining matrices and executing 3D operations. Matrices are the base for defining rotation, scaling, or translation of an object in the 3D world. Because matrices are used to define any 3D transformations, they are also used to define the operations needed to simulate the projections (we talked about projections in the previous sections) and to transform the 3D scene according to the camera position and facing direction. You ll see examples of each of these uses when creating your sample program. For now, let s see the use of transformation matrices to do a simple translation, and then extrapolate the idea for more complex operations. This will help you understand the importance of the use of matrices in 3D programs. Suppose you want to move a triangle up the Y axis, as shown in Figure 711.

