用delphi调用3Dmax做出的文件?(200分)

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在DELPHIL里直接调用3D的东西,希望大家给点思路,之前有看过delphi+opengl做3D的模型,但我想能不能用delphi直接调用3Dmax做好的东西?
 
3D的不了解,不过CAD的可以调用,比如读出图纸的内容之类的
如果3DMAX支持Automation的话应该也是可以的
 
可以的,有Delphi可以直接使用的DirectX控件的!!安装此控件后就可以直接使用3DMax的三维文件了!!

请给分吧!!
下面是连接
http://clootie.narod.ru/delphi/download_dx92.html

这几个例子里面就用了3Dmax的文件,但好像要转一下~~具体的你看一下~~~

The CompiledEffect sample shows how an ID3DXEffect object can be compiled when the project is built and loaded directly as a binary file at run time. This sample can be treaded like BasicHLSL modified to use precompiled EffectFile.

Download it (archive contains source, EXE, media files).
CustomUI.zip

09-May-2005
185Kb















Free Pascal compatible The CustomUI sample is a simple demonstration of the UI subsystem implemented by the Microsoft Direct3D sample framework. The sample framework provides code and infrastructure common to most Microsoft DirectX applications. One area of the framework is user interface support. The sample framework contains commonly used control objects, such as buttons and check boxes, that both windowed and full screen Direct3D applications can use to implement their user interfaces.
Most notably GUI subsystem of D3DFramework implements edit controls event with IME!!! So, your new applications will be easily localized even for Chineese users!

Download it (archive contains source, EXE, some media files).
DepthOfField.zip

09-May-2005
170Kb












Free Pascal compatible The DepthOfField sample shows several techniques for creating a depth-of-field effect in which objects are only in focus at a given distance from the camera and out of focus at other distances. Rendering objects out of focus adds realism to the scene. The methods it shows are reasonably cheap to perform on most hardware, and the depth of field post processing can easily be combined with other post process techniques such as image-based motion blur or high dynamic range (HDR) lighting.

Download it (archive contains source, EXE, media files).
EffectParam.zip

09-May-2005
1,815Kb














Free Pascal compatible The EffectParam sample demonstrates two D3DX effect system features: parameter blocks and parameter sharing (see Sharing Effect Parameters and Use Parameter Blocks to Manage Effect Parameters). Parameter blocks group multiple Setxxx application programming interface (API) calls and associate them with an effect handle. An application can then use the parameter block to make all those state changes with a single API call. Parameter sharing synchronizes parameters in multiple effects; each time an application updates a parameter in one effect, that parameter is updated in all the other shared effects.

Download it (archive contains source, EXE, some media files).
EmptyProject.zip

09-May-2005
157Kb








Free Pascal compatible The EmptyProject is a bare-bones Direct3D application provided as a convenient starting point for your own project. It's already contains rich set UI elements.

Download it (archive contains source, EXE, some media files).
EnhancedMesh.zip

09-May-2005
163Kb











Free Pascal compatible The EnhancedMesh Sample demonstrates mesh tessellation in Microsoft Direct3D. Mesh tessellation subdivides mesh triangles. This produces a mesh with finer geometry details which can produce better lighting results even with per-vertex lighting. Mesh tessellation is often used to implement a level of detail (LOD) technique where meshes closer to the viewer are rendered with more details, and meshes further away are rendered with less detail.

Download it (archive contains source, EXE, some media files).
FragmentLinker.zip

09-May-2005
160Kb










Free Pascal compatible The FragmentLinker sample shows how to use the ID3DXFragmentLinker interface. Shader source code can be split into a series of shader fragments, which are compiled separately and linked together to form a complete shader. This linking stage is very efficient, making it suitable for run-time use. In this way a Microsoft Direct3D application can custom-build an appropriate shader for the current graphics card.

Download it (archive contains source, EXE, some media files).
HLSLWithoutEffects.zip

09-May-2005
161Kb












Free Pascal compatible The HLSLwithoutEffects sample demonstrates using high-level shader language (HLSL) to write vertex shaders without using the D3DX effect interfaces. HLSL is a language that closely resembles C syntax and constructs. By writing shaders in HLSL instead of assembly language, developers can take advantage of not only the features and elements of the language they are already familiar with, but also the great optimization capabilities offered by the D3DX shader compiler.

Download it (archive contains source, EXE, some media files).
Instancing.zip

09-May-2005
171Kb











Free Pascal compatible The Instancing sample demonstrates the instancing feature available with Microsoft DirectX 9.0c. A vs_3_0 device is required for this feature. The sample also shows alternate ways of achieving results similar to hardware instancing, but for adapters that do not support vs_3_0. The shader instancing technique shows the benefits of efficient batching of primitives.
Note: On graphics hardware that does not support vs_2_0, the sample will run as a reference device.

Download it (archive contains source, EXE, some media files).
MeshFromOBJ.zip

09-May-2005
224Kb









Free Pascal compatible The MeshFromOBJ sample shows how an ID3DXMesh object can be created from mesh data stored in a Wavefront Object file ( .obj). It's convenient to use .x files when working with ID3DXMesh objects since D3DX can create and fill an ID3DXMesh object directly from a .x file. It's also easy to initialize an ID3DXMesh object with data gathered from any file format or memory resource.

Download it (archive contains source, EXE, some media files).
OptimizedMesh.zip

09-May-2005
165Kb








Free Pascal compatible This OptimizedMesh sample sample demonstrates the different types of meshes D3DX can load and optimize, as well as the different types of underlying primitives it can render. An optimized mesh has its vertices and faces reordered so that rendering performance can be improved.

Download it (archive contains source, EXE, some media files).
ProgressiveMesh.zip

09-May-2005
163Kb











Free Pascal compatible This ProgressiveMesh sample shows how an application can use the D3DX progressive mesh functionality to simplify meshes for faster rendering. A progressive mesh is a specialized mesh object that can increase or decrease its geometry complexity, thereby providing flexibility when drawing the mesh so that performance can be maintained at a steady level. This feature is useful when providing level of detail (LOD) support in an application.

Download it (archive contains source, EXE, some media files).
ShadowMap.zip

09-May-2005
349Kb
















Free Pascal compatible The ShadowMap sample demonstrates one popular shadowing technique called shadow mapping. A shadow map (in the form of a floating-point texture) is written with the scene's depth information with the camera placed at the light's position. Once generated, the shadow map is projected onto the scene during rendering. The depth values in the scene are compared with those in the shadow map. If they do not match for a particular pixel, then that pixel is in shadow. Shadow mapping is a very efficient real-time shadow casting technique.
Note: This sample requires ps_2_0 which supports floating-point textures. On cards that do not support ps_2_0, the sample will revert to a reference device which will degrade performance, but is useful for verifying functionality.

Download it (archive contains source, EXE, some media files).
ShadowVolume.zip

09-May-2005
180Kb











Free Pascal compatible The ShadowVolume sample demonstrates one common technique for rendering real-time shadows called shadow volumes. The shadows in the sample work by extruding faces of the occluding geometry (that are facing away from light) to form a volume that represents the shadowed area in 3D space. The stencil buffer is used as a mask for rendering additional geometry, and is updated as geometry is rendered.

Download it (archive contains source, EXE, some media files).
SkinnedMesh.zip

09-May-2005
174Kb









Free Pascal compatible The SkinnedMesh sample illustrates mesh animation with skinning using D3DX. Skinning is an animation technique that takes data organized in a skeletal-mesh hierarchy and applies geometry blending to transform mesh vertices. The geometry blending generates smooth surfaces with fewer artifacts.

Download it (archive contains source, EXE, some media files).
Text3D.zip

09-May-2005
162Kb













Free Pascal compatible The Text3D sample uses ID3DXFont to display 2D text in a 3D scene. This is most useful for display stats, in game menus, etc... Note: ID3DXFont support UNICODE character rendering, so sample demostrates rendering of Japanese text (you should have installed Asian languages support to see them).
The sample also shows how to use D3DXCreateText() to create a D3DX mesh containing a 3D model of a text string. Note that D3DXCreateText may not work with certain types of fonts, such as bitmap fonts and some symbol fonts.
 
谢谢,伤心太平洋,不过还是不太明白.
我下了一个delphiX 控件,然后把3dmax文件输出为.X格式,但在delphi里还是没调用成功(delphiX控件自带的Demo里能调用,换成我转换的.X格式的文件就不行).有没有其他的方法,忘赐教,尽量详细点,谢谢
 
不好意思~我也没有用过这个控件组,只是一年以前我看到安装了一下,只是编译了一下Demo,没有在深入的研究过~~~

X文件一般在3Dmax中只是物体的坐标系文件还是包含了物体的资源?

因为我对3Dmax不了解~~~所以。。。。


但这个控件是唯一能操作这些三维文件的控件包了~~并且支持效果是最好的,效率也是最高的!听说有人用这个写过三维的网络游戏的!!
 
这么长时间了,都没人指导,算了 结帖了 谢谢 fei_1和伤心太平洋,分给了 [:)]
 
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