Windows phone 7 graphics




















Improve this question. Curyous Curyous 8, 14 14 gold badges 56 56 silver badges 79 79 bronze badges. Add a comment. Active Oldest Votes. Improve this answer. Lukasz Madon Lukasz Madon 14k 14 14 gold badges 60 60 silver badges 98 98 bronze badges. Thank you so much. Answer: watch a video to get the video card operating a full capacity, and run your emulator at the same time. You are not authorized to perform this action.

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Windows Phone SDK 7. Before starting to work with examples from this article, please make sure that your PC meets the requirements described below and all the required software is installed. As mentioned earlier, we will use XNA Framework 4. You can find information about your video card on the web site of the manufacturer of the video card. It is recommended that you update your video card drivers. Go to DXGI 1. After installation has completed, create a new Windows Phone Game 4.

Hit the Run button, and if everything is done correctly, then you should see a Windows Phone Emulator with a blue screen the first launch may take longer. And this technology was specially created so that developing applications for various hardware platforms should be simple and convenient as possible.

And that's true to my mind. NET Framework and on the. The graphics system is based on DirectX 9. The XNA Framework contains all the necessary elements for game development like math library for working with vectors and matrixes, a library for unified work with different input controllers, etc. Moreover, the XNA Framework contains additional elements Extended Framework which solve many problems which developers face when developing games. Application Model - is a framework template for an application.

Each has its own purpose. For example, the Draw method should be used to render everything to the screen, LoadContent should be used to load all game content such as models, images, songs, etc.

Content Pipeline - unifies game content processing. All game contents are placed in a special storage and are processed with importers and processors which are already included into the XNA Game Studio.

Thus you don't need to spend time to create your own importers. In my opinion, 3D graphics programming is a quite complex theme, so before starting to develop your first application with 3D graphics, you have to gain an understanding of the foundations of 3D computer graphics. I strongly recommend you read some books and articles on 3D graphics prior to starting work on your own projects, this tutorial should only help you understand the rest of this article.

If you are familiar with 3D graphics, you can skip this section of the article. The first thing to mention is that almost all modern 3D graphics is polygonal graphics. This means that all models are made of polygons usually triangles which are made of vertexes. Those vertexes are positioned in the 3D coordinate system.

There are two types of coordinate systems: in left-handed coordinate system, the Z axis is directed "inwards the screen" when Y axis is directed upwards and X axis is directed to the right , and "outwards" in right-handed. The XNA Framework only uses right-handed coordinate systems. Working with vertexes and thus with 3D models usually consists of changing the vertex position which is equal to changing the coordinate system.

These operations might be described in matrix form this is great for hardware as multiplication of basic transformation matrixes such as Rotation matrix , Translation matrix , and Scale matrix. For example, if you want to translate a vertex by dx1,dy1,dz1 , then rotate over X axis by A radians, and then translate it by dx2,dy2,dz2 , you have to multiply the original vertex position vector by the translation matrix, then by the rotation matrix, then by the translation matrix again. Make sure you keep the order of these operations in the matrix form.

Matrix multiplication is a non-commutative operation. Actually, almost all the necessary operations might be described by Translation, Rotation, and Scale Matrixes. Now with some basic knowledge of 3D graphics theory, we can proceed to the main problem of 3D computer graphics: How to create our big 3D game world and then render it onto the 2D screen? In brief, we have to position each model in 3D space first, then position the camera somewhere in this world, and finally project everything from the camera view area onto the screen.

Everything starts when we create out models or vertexes or primitives in some modeling tool or in our source code. At this time, each vertex is positioned in its local coordinate system. For example, when we create a model of a robot, we usually place it in the center on its local coordinate system. Each part of this robot hand, foot, or head is positioned relative to this model itself.

Then we have to place this model somewhere in the game level. To achieve this, we need to translate, scale, and rotate our model so that it is placed in the desired position in the world coordinate system.

When every vertex is placed in the desired position, we need to decide what part of our game world should be rendered. We usually know the virtual position of the player in the game world so we place the virtual camera in this position.

The virtual camera is described by its position, direction, and orientation. Here, we came to the camera coordinate system. Actually, transformation into camera coordinate system might be acheived using the same translation, rotation, and scaling operations which together form the View matrix. In the XNA Framework, the View matrix is created from the following parameters: camera position, camera target, camera up vector camera orientation. When we have the camera view area, we place far and near clipping planes just to make further operations a little easier for the hardware.

Then everything from the created truncated pyramid must be projected onto the projection plane. This is done by multiplying coordinates from the camera coordinate system by the Projection matrix. Projection matrix is a little more complex than World or View matrix. I will not describe it in detail here.



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