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D3DXQuaternionSlerp
D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, FLOAT t) { float s = 1.0f - t; float dot = D3DXQuaternionDot(pQ1, pQ2); if (dot < …
DirectX
,
Graphics
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Shader
2014-02-27
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lit
In HLSL the lit function use dotDiffuse, dotSpecular and shininess as parameters and returns a lighting coefficient vector (ambient, diffuse, specular, 1) where: ambient = 1 diffuse = ((n • l) < 0) ? 0 : n • l specular = ((n …
Shader
2010-08-03
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