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 < …

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 …
2010-08-03 Comments