activation.avapose.com

ASP.NET Web PDF Document Viewer/Editor Control Library

At this point, you have all the code you need to read in a height map from an image file on disk, create the corresponding vertices and indices, and load them into a vertex buffer and an index buffer. To render these triangles to the screen, you could use XNA s BasicEffect class, and since you ve provided valid normals, the BasicEffect class would add the correct lighting to your terrain. However, there is no way to instruct the BasicEffect class to use multiple textures on your terrain or perform other custom enhancements. In the remainder of this chapter, we ll show you how to code your own HLSL effect that adds multitexturing and normal mapping to your terrain. For the terrain rendering, you ll create a custom effect that uses multitexturing and normal mapping. Before you get to coding, let s take a look at how these two techniques work.

winforms pdf 417 reader, winforms qr code reader, winforms upc-a reader, winforms data matrix reader, winforms gs1 128, winforms ean 13 reader, itextsharp remove text from pdf c#, itextsharp replace text in pdf c#, winforms code 39 reader, itextsharp remove text from pdf c#,

In principle, the transactionality of the methods could be implemented by explicitly writing all of the methods with appropriate try and catch blocks, and accessing the transaction manager in order to begin, commit, and roll back the transaction as appropriate. In practice, this would be quite a laborious operation; the boilerplate code highlighted in Listing 5-3 would need to be applied to any transactional method.

Using multitexturing, you can apply different layers of textures over the terrain, such as sand, grass, rocks, snow, and so on. Then you can generate the terrain s texture by blending the textures together, allowing for smooth transitions from one texture to another. For example, some parts of the terrain could have grass, others rocks, and some parts sand and grass, or snow and rocks, and so on. Figure 11-8 shows how some textures are combined to form a new texture. In the terrain effect you re going to create, you ll combine the terrain textures based on a separate texture, called the alpha map (or transparency map), which defines the intensity of each texture over the terrain. It is called alpha map because, for each pixel, it contains four values, indicating how much of each of the four base textures needs to be blended to obtain the final color in that pixel. The alpha map is a regular RGBA color texture, with 8 bits per channel, and you re using each of the four color channels to store the intensity of the four different texture layers. This means that this technique uses five textures: four regular textures and one alpha map. For each pixel, the red value of the alpha map tells you how much you need of the first texture, the green value indicates how much you need of the second texture, and so on.

public void updateTimesheet(final Timesheet timesheet) { try { transactionManager.begin(); timesheetDao.update(timesheet); emailDao.sendTimesheetUpdate(timesheet); transactionManager.commit(); } catch( final RuntimeException e ) { transactionManager.rollback(); throw e; } } Spring allows us to avoid all of this boilerplate code by using declarative transaction management. We use an annotation and/or a configuration file to state which methods of which classes should be treated as transactional.

Using the normal mapping technique, you can add the illusion of small-scale details to the terrain s mesh, without needing to increase the complexity of its mesh You create this illusion by slightly manipulating the lighting in each pixel of your terrain Variations in lighting are created by the deviated normals Remember that the amount of lighting falling onto a triangle is determined by the normals of its vertices Differing the illumination based on deviated normals creates the illusion of a 3D contour, as shown on the right side of Figure 11-9 For example, consider the case of a stone wall The default normals would all be pointing outward, perpendicular to the wall With normal mapping, you adjust the normals in the pixels near the edges of the stones The closer the pixel to the edge of the stone, the more deviated the normal should be.

   Copyright 2020.