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 DX vs XNA vs OGL
  Posted by: Rich_Zap
  When: 28/08/2008 at 10:54:39

 understanding of SetUpIndices
  Posted by: YoYoFreakCJ
  When: 28/08/2008 at 05:51:04

 billboard does not rotate after scaling
  Posted by: kigunda
  When: 28/08/2008 at 04:55:29

 exception error
  Posted by: Rich_Zap
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 exception error
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  When: 28/08/2008 at 00:14:11

 Having trouble with effect file
  Posted by: Anonymous
  When: 27/08/2008 at 22:15:15

 Polygon Clipping for Octree
  Posted by: lbmurali
  When: 27/08/2008 at 18:13:55

 understanding of SetUpIndices
  Posted by: vToMy
  When: 27/08/2008 at 18:05:45

 A Typo with loading the Font
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  When: 27/08/2008 at 15:26:43

 mistake found
  Posted by: riemer
  When: 27/08/2008 at 15:22:31


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¿ùµå ÁÂÇ¥¿Í Ä«¸Þ¶ó ºä

tutorial 03¿¡¼­ ¿ì¸®´Â ¹Ì¸® º¯È¯µÈ(Pretransformed) ÁÂÇ¥°è(Coordinate)¸¦ »ç¿ëÇÏ¿© »ï°¢ÇüÀ» ±×·Áº¸¾Ò½À´Ï´Ù.

ÀÌ ¹Ì¸® º¯È¯µÈ(Pretransformed) ÁÂÇ¥°è´Â ¸» ±×´ë·Î 3D ÁÂÇ¥°è¿Í ¿ì¸® ´«¿¡ º¸ÀÌ´Â È­¸éÀÎ 2D ÁÂÇ¥°è °£ÀÇ º¯È¯ÀÌ ¹Ì¸® ÀÌ·ç¾îÁ® Àֱ⠶§¹®¿¡, ¿ì¸®´Â vertexµéÀÇ ÁÂÇ¥¸¦ ¸Å¿ì Á÷°üÀûÀ¸·Î ¼³Á¤ÇÒ ¼ö ÀÖ¾ú½À´Ï´Ù.

ÇÏÁö¸¸ ¾ÈŸ±õ°Ôµµ ÀÌ·± ¹Ì¸® º¯È¯µÈ(Pretransformed) ÁÂÇ¥°è´Â ½ÇÁ¦·Î ¸¹ÀÌ »ç¿ëµÇ´Â ÁÂÇ¥°è°¡ ¾Æ´Õ´Ï´Ù. º¸ÅëÀº ¿ùµå ÁÂÇ¥°è¶ó°í ºÒ¸®´Â 3D ÁÂÇ¥°è¸¦ ¸¹ÀÌ »ç¿ëÇÏÁö¿ä. ¿ùµå ÁÂÇ¥°è¿¡¼­´Â Áö±Ý±îÁö¿Í´Â ´Þ¸® °´Ã¼ÀÇ À§Ä¡¿Í ¿ì¸®°¡ ´«À¸·Î º¸´Â È­¸é, Áï Ä«¸Þ¶óÀÇ À§Ä¡°¡ ¸Å¿ì Áß¿äÇØ Áý´Ï´Ù.

ÀÌÂë¿¡¼­ ÄÚµå·Î µé¾î°¡º¾½Ã´Ù. »õ·Î¿î Windows Game ÇÁ·ÎÁ§Æ®¸¦ »ý¼ºÇÕ´Ï´Ù. ¹°·Ð ÄÚµå´Â tutorial 03¿¡¼­ Ãâ¹ßÇϹǷÎGame1.cs¿Í effects.fxÆÄÀÏÀ» º¹»çÇØ ¿À´Âµî ¸¸¹ÝÀÇ Áغñ¸¦ °®Ãßµµ·Ï ÇսôÙ.

¸ÕÀú ¿ì¸®ÀÇ »ï°¢ÇüÀ» ±¸¼ºÇÏ´Â vertexµéÀÇ ÁÂÇ¥°ªÀ» ÀçÁ¤ÀÇ ÇØ º¸°Ú½À´Ï´Ù.

 vertices[0].Position = new Vector3(0.0f, 0.0f, 0.0f);
 vertices[0].Color = Color.Red;
 vertices[1].Position = new Vector3(5.0f, 10.0f, 0.0f);
 vertices[1].Color = Color.Green;
 vertices[2].Position = new Vector3(10.0f, 0.0f, -5.0f);
 vertices[2].Color = Color.Yellow;

º¸ÀÌ´Â °Í°ú °°ÀÌ À̹ø¿¡´Â zÁÂÇ¥°ªÀ» ¼³Á¤ÇØ º¸¾Ò½À´Ï´Ù. tutorialÀÌ ³¡³ª°í ÁÂÇ¥°ªµéÀ» ÀÚÀ¯·Ó°Ô ¼öÁ¤ÇÏ¿© ±× °á°ú¸¦ Å×½ºÆ® ÇØº¸±æ ¹Ù¶ø´Ï´Ù.

´ÙÀ½À¸·Î ÀÌÁ¦ ¿ì¸®´Â ´õ ÀÌ»ó Pretransformed ÁÂÇ¥°è¸¦ ¾²Áö ¾ÊÀ» °ÍÀ̹ǷΠPretransformed Technique ¶ÇÇÑ ¾²Áö ¾ÊÀ» °Í ÀÔ´Ï´Ù. DrawÇÔ¼öÀÇ Pretransformed Technique¸¦ ´Ù¸¥ Technique·Î ¹Ù²ã º¸°Ú½À´Ï´Ù. ¿©±â¼­´Â Colored Technique¸¦ »ç¿ëÇϰڽÀ´Ï´Ù.

 effect.CurrentTechnique = effect.Techniques["Colored"];

¾ÆÁ÷ tutorialÀÌ ³¡³­°ÍÀº ¾Æ´ÏÁö¸¸, Çѹø µð¹ö±×(F5)۸¦ ´­·¯ À©µµ¿ì¸¦ ¶ç¿ö º¾½Ã´Ù. ¾Æ¸¶µµ ¿ì¸®ÀÇ »ï°¢ÇüÀº ¿Âµ¥°£µ¥ ¾øÀÌ »ç¶óÁö°í ¸»¾ÒÀ» °Í ÀÔ´Ï´Ù. ÇÏÁö¸¸ ³Ê¹« ½½ÆÛÇÒ ÇÊ¿ä´Â ¾ø½À´Ï´Ù. ¿ì¸®ÀÇ »ï°¢ÇüÀº ¾ÆÁÖ »ç¶óÁ® ¹ö¸°°ÍÀÌ ¾Æ´Ï¶ó ´Ù¸¸ ¿ì¸®ÀÇ ´«¿¡ º¸ÀÌÁö ¾Ê´Â°Í À̴ϱî¿ä.

Áï, ¿ì¸®°¡ »ï°¢ÇüÀ» ´Ù½Ã º¸±â À§Çؼ­´Â ¿ì¸®°¡ º¸´Â È­¸é, Áï Ä«¸Þ¶óÀÇ À§Ä¡°¡ ¿ì¸®ÀÇ »ï°¢ÇüÀ» ¹Ù¶óº¸µµ·Ï ¼³Á¤ÇØÁà¾ß ÇÕ´Ï´Ù. ¸î°³ÀÇ matrix¸¦ Á¤ÀÇÇØ¼­ ¸»ÀÌÁÒ.

¿©±â¼­ Àá±ñ matrix¿¡ ´ëÇÑ ¾ê±â¸¦ Àá±ñÇÏ°í ³Ñ¾î°¡°Ú½À´Ï´Ù. ÀϹÝÀûÀ¸·Î ¿ì¸®´Â 3D°ø°£¿¡ vertex¶ó ºÎ¸£´Â ÀÏ·ÃÀÇ Á¡µéÀ» À§Ä¡½Ã۰ï ÇÕ´Ï´Ù. ÇÏÁö¸¸ ¿ì¸®°¡ ´«À¸·Î º¸°í ÀÖ´Â È­¸éÀº °á±¹ 2DÀÔ´Ï´Ù. Áï ¿ì¸®°¡ 3D¶ó°í »ý°¢ÇÏ´Â °ø°£Àº ¾îµð±îÁö³ª °¡»óÀ¸·Î Á¸ÀçÇÏ´Â °ø°£ÀÏ»Ó, ½ÇÁ¦ÇÏ´Â °ÍÀº 2DÀÎ È­¸é»ÓÀÔ´Ï´Ù. ±×·¡¼­ ¿ì¸®´Â °¡»óÀÇ 3D°ø°£À» 2DÀÇ È­¸éÀ» ÅëÇØ Ãâ·ÂÇϱâÀ§ÇØ matrix¸¦ ¾¹´Ï´Ù. 3D°ø°£ÀÇ À§Ä¡°ªÀ» matrix·Î Ç¥ÇöÇϸé À̸¦ 2D È­¸éÀÇ À§Ä¡°ªÀ¸·Î º¯È¯ÇϱⰡ °£´ÜÇØÁý´Ï´Ù. ÀÏÁ¾ÀÇ ³í¸®ÀûÀÎ ¼öÇÐ ¿¬»ê¸¸ °ÅÄ¡¸é µË´Ï´Ù. matrix¿¡ ´ëÇØ¼­´Â °ü·Ã ÀÚ·á°¡ ÀÎÅͳݿ¡ ¸¹ÀÌ Á¸ÀçÇÏ´Ï ÇØ´ç ÀڷḦ ÂüÁ¶Çϱ⠹ٶø´Ï´Ù. Ȥ½Ã ³ªÁß¿¡ ±âȸ°¡ µÈ´Ù¸é matrix¿¡ ´ëÇØ¼­µµ ´Ù·ïº¸°Ú½À´Ï´Ù.

Ä«¸Þ¶óÀÇ À§Ä¡¸¦ ¼³Á¤Çϱâ À§ÇØ °£´ÜÇÑ ÇÔ¼ö¸¦ Ãß°¡ÇϰڽÀ´Ï´Ù.

 private void SetupCamera()
 {
     Matrix viewMatrix = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 40.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));
     Matrix projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Window.ClientBounds.Width / Window.ClientBounds.Height, 1.0f, 50.0f);
 }

ù¹øÂ° ¶óÀÎÀº Ä«¸Þ¶óÀÇ À§Ä¡¿Í ¹æÇâÀ» Á¤ÀÇÇÏ´Â matrix¸¦ ¸¸µå´Â ÄÚµåÀÔ´Ï´Ù. ù¹øÂ° parameter´Â Ä«¸Þ¶óÀÇ À§Ä¡¸¦ Á¤ÀÇÇÕ´Ï´Ù. µÎ¹øÂ° parameter´Â Ä«¸Þ¶ó°¡ ¹Ù¶óº¼ À§Ä¡ÀÔ´Ï´Ù. (0.0f, 0.0f, 0.0f)ÀÌ´Ï ÁÂÇ¥ÃàÀÇ ¿øÁ¡(origin)À» ¹Ù¶óº¸°í Àֳ׿ä. ¼¼¹øÂ° parameter´Â ÀÌ Ä«¸Þ¶óÀÇ À­ÂÊ(up)ÀÌ ¾î´À ¹æÇâÀÎÁö¸¦ Á¤ÀÇÇÕ´Ï´Ù. Áö±ÝÀº (0.0f, 1.0f, 0.0f)·Î yÃà ¾ç¼öÀÇ ¹æÇâÀ» À­ÂÊÀ¸·Î °íÁ¤µÇ¾î ÀÖ½À´Ï´Ù. (0.0f, -1.0f, 0.0f)·Î ¼öÁ¤Çϸé Ä«¸Þ¶ó°¡ yÃà À½¼öÀÇ ¹æÇâÀ» À­ÂÊÀ¸·Î °íÁ¤µÉ °Í À̹ǷΠ¸¶Ä¡ È­¸éÀÌ 180¨¬¸¸Å­ ȸÀüÇÑ°Í Ã³·³ º¸À̰ڳ׿ä.

µÎ¹øÂ° ¶óÀÎÀº Ä«¸Þ¶ó°¡ ´ë»óÀ» ¾î¶»°Ô ¹Ù¶óº¼ °Í ÀÎÁö Á¤ÀÇÇÏ´Â matrix¸¦ ¸¸µå´Â ÄÚµåÀÔ´Ï´Ù. ¿¹¸¦ µé¾î, ½ÇÁ¦·Î ¿ì¸®°¡ Ä«¸Þ¶ó¸¦ »ç¿ëÇÒ¶§ ¾îµð¼­ ¹«¾ùÀ» ÂïÀ»Áö °áÁ¤Çß´Ù°í ÇÏ´õ¶óµµ ÁÜ(zoom)À¸·Î È®´ë/Ãà¼Ò¸¦ ÇÑ´Ù´øÁö ȤÀº ±¤°¢ ·»Á ½á¼­ †¡Àº °¢µµ¸¦ ÂïÀ» °ÍÀÎÁö Á¼°Ô ÂïÀ» °ÍÀÎÁö¸¦ ¸¶Àú °áÁ¤ÇØ¾ß Çϴ°Í(ÇÁ·ÎÁ§¼Ç Projection)°ú °°½À´Ï´Ù. ÄÚµå·Î µ¹¾Æ°¡¼­, ù¹øÂ° parameter´Â Ä«¸Þ¶óÀÇ ¾Þ±ÛÀ» Á¤ÀÇÇÕ´Ï´Ù. ¿©±â¼­´Â 90¨¬·Î ¼³Á¤Çß½À´Ï´Ù. µÎ¹øÂ° parameter´Â °¡·Î ¼¼·Î ºñÀ²À» Á¤ÀÇÇÕ´Ï´Ù. ¿ì¸®ÀÇ À©µµ¿ì´Â °¡·Î 500px, ¼¼·Î 500pxÀÇ Á¤»ç°¢ÇüÀ̹ǷΠÀ̸¦ ³ª´©±âÇÏ¸é ºñÀ²Àº 1ÀÔ´Ï´Ù. ¸¶Áö¸· 2°³ÀÇ parameter´Â ´ë»óÀÌ º¸¿©Áú ÃÖ¼Ò/ÃÖ´ë ±¸°£ÀÔ´Ï´Ù. Áï, Ä«¸Þ¶ó¿¡ 1.0f º¸´Ù °¡±î¿öÁö°Å³ª 50.0fº¸´Ù ¸Ö¾îÁö¸é ´ë»ó À§Ä¡´Â Ä«¸Þ¶ó¿¡ º¸ÀÌÁö ¾Ê°Ô µË´Ï´Ù. Áï, Ä«¸Þ¶ó¿¡ ³Ê¹« °¡±õ°Å³ª ³Ê¹« ¸Ö¸é º¸ÀÌÁö ¾Ê´Â´Ù´Â °ÍÀ¸·Î ÀÌ parameterµéÀº ±× ÃÖ¼Ò/ÃÖ´ë °ªÀ» ¼³Á¤ÇÕ´Ï´Ù. ±×·ÁÁú °´Ã¼µéÀº ¹Ýµå½Ã ÀÌ ±¸°£¾È¿¡ ÀÖ¾î¾ß È­¸é¿¡¼­ º¼ ¼ö ÀÖ½À´Ï´Ù.

ÀÌÁ¦ matrixµéÀÌ Á¤ÀǵǾúÀ¸´Ï ÀÌ matrixµéÀ» ¼³Á¤ÇØ ÁÖ¾î¾ß ÇÕ´Ï´Ù. tutorial 02 ¾ÕºÎºÐ¿¡¼­ ¸»Çßµí XNA´Â ¹«¾ùÀ̵çÁö°£¿¡ Effect¾øÀÌ Ç¥ÇöÇÒ ¼ö ¾ø½À´Ï´Ù. µû¶ó¼­ ¸¸µé¾îÁø matrixµéÀ» Effect¿¡ ¼³Á¤ÇØ ÁÖ±â À§ÇØ SetupCameraÇÔ¼ö ³¡¿¡ ´ÙÀ½°ú °°ÀÌ Ãß°¡ÇսôÙ.

 effect.Parameters["xView"].SetValue(viewMatrix);
 effect.Parameters["xProjection"].SetValue(projectionMatrix);
 effect.Parameters["xWorld"].SetValue(Matrix.Identity);

¿©±â¿¡ ´ëÇØ¼­´Â series 3¿¡¼­ ¼³¸íÇÕ´Ï´Ù.

´ÙÀ½Àº ÀÌ·¸°Ô ÇØ¼­ ¸¸µé¾îÁø SetupCameraÇÔ¼öÀÇ ¸ð½À ÀÔ´Ï´Ù.

 private void SetupCamera()
 {
     Matrix viewMatrix = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, -40.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));
     Matrix projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Window.ClientBounds.Width / Window.ClientBounds.Height, 1.0f, 50.0f);
 
     effect.Parameters["xView"].SetValue(viewMatrix);
     effect.Parameters["xProjection"].SetValue(projectionMatrix);
     effect.Parameters["xWorld"].SetValue(Matrix.Identity);
 }

±×¸®°í, Áö±Ý±îÁö Çß´ø °Íó·³ ÇÔ¼ö°¡ ½ÇÁ¦·Î µ¿ÀÛÇÒ ¼ö ÀÖµµ·Ï InitializeÇÔ¼ö ³¡¿¡ SetupCameraÇÔ¼ö¸¦ Ãß°¡ÇսôÙ.

 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
 
     ......
 
     SetupCamera();
 }

±×¸®°í ´Ù½Ã µð¹ö±×(F5)۸¦ ´©¸£¸é ¿ì¸®ÀÇ »ï°¢ÇüÀÌ ´Ù½Ã À©µµ¿ì¿¡ ³ªÅ¸³µÀ½À» È®ÀÎ ÇÒ ¼ö ÀÖ½À´Ï´Ù.



¹°·Ð »ï°¢ÇüÀÇ À§Ä¡³ª ¸ð¾çÀÌ ÀÌÀü°ú ´Ù¸£°Ô º¸ÀÌ´Â °ÍÀº vertexµéÀÇ ÁÂÇ¥°ªÀÌ ´Þ¶óÁ³±â ¶§¹®ÀÔ´Ï´Ù.

Áö±Ý±îÁö ¿ì¸®´Â ¿ì¸®ÀÇ »ï°¢ÇüÀÇ ¾Õ ¸ð½À¸¸ º¸¾Æ ¿Ô½À´Ï´Ù. ÇÏÁö¸¸ ÀÌÀü°ú´Â ´Ù¸£°Ô ¿ì¸®´Â ÀÌÁ¦ Ä«¸Þ¶ó¸¦ °¡Áö°í ÀÖ°í, ¶Ç Ä«¸Þ¶ó¸¦ ´Ù·êÁÙµµ ¾Ð´Ï´Ù.

±×·¸´Ù¸é ¿ì¸®ÀÇ »ï°¢ÇüÀÇ µÞ¸ð½ÀÀº ¾î¶²Áö º¸µµ·Ï ÇսôÙ.

Ä«¸Þ¶ó¸¦ ¼³Á¤µÇ¾î ÀÖ´Ù¸é ´ë»ó °´Ã¼ÀÇ µÞ¸ð½ÀÀ» º¸´Â°ÍÀº °£´ÜÇÕ´Ï´Ù. Ä«¸Þ¶ó À§Ä¡ÀÇ zÃà ÁÂÇ¥°ªÀ» À½¼ö·Î ¹Ù²Ù¾î Ä«¸Þ¶ó¸¦ ÁÂÇ¥Ãà ¿øÁ¡(0.0f, 0.0f, 0.0f)À» Áß½ÉÀ¸·Î 180¨¬ ȸÀü½ÃŰ¸é µË´Ï´Ù.

Matrix viewMatrix = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, -40.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f));

Äڵ忡¼­ º¸ÀÌ´Â °Í°ú °°ÀÌ Ä«¸Þ¶óÀÇ zÃà À§Ä¡°¡ À½¼ö·Î ¹Ù²î¾ú½À´Ï´Ù.

±×·¯³ª µð¹ö±×(F5)۸¦ ´­·¯ À©µµ¿ì¸¦ ¶ç¿ì¸é ¿ì¸®ÀÇ »ï°¢ÇüÀº ´Ù½Ã ¿Âµ¥°£µ¥ ¾øÀÌ »ç¶óÁö°í ¸»¾Ò½À´Ï´Ù. ºñ·Ï »ï°¢ÇüÀº »ç¶óÁ³Áö¸¸ ¿©·¯ºÐÀº ½½ÆÛÇÒ ÇÊ¿ä´Â ¾ø½À´Ï´Ù. ¿ì¸® ´«¿¡ º¸ÀÌÁö ¾ÊÀ»»Ó »ï°¢ÇüÀº ºÐ¸í Á¦ À§Ä¡¿¡ Á¸ÀçÇϰí ÀÖÀ¸´Ï±î¿ä.

°Ô´Ù°¡ ÀÌ »ç½ÇÀ» ÅëÇØ ÇѰ¡Áö Áß¿äÇÑ XNAÀÇ Æ¯Â¡À» ¹è¿ï ¼ö ÀÖ½À´Ï´Ù.

XNA´Â ±âº»ÀûÀ¸·Î ¿Ü¸é, Áï Ç¥¸é(face)¸¸À» ±×¸³´Ï´Ù. ±×¸®°í Ç¥¸éÀ̳ª ¾Æ´Ï³ÄÀÇ ¿©ºÎ´Â Ä«¸Þ¶óÀÇ ¹æÇâ¿¡ µû¶ó °áÁ¤µË´Ï´Ù. DirectX´Â »ï°¢ÇüÀ» Ä«¸Þ¶óÀÇ ½ÃÁ¡¿¡¼­ º¼¶§ vertex°¡ ½Ã°è ¹æÇâ(clock-wise)À¸·Î ±¸¼ºµÇ´Â »ï°¢ÇüÀ» Ç¥¸éÀ¸·Î Á¤ÀÇÇÕ´Ï´Ù. Å»ýÀÌ DirectXÀÎ XNAµµ ¸¶Âù°¡Áö ÀÔ´Ï´Ù.

Áï, ¿ì¸®ÀÇ »ï°¢ÇüÀÌ È­¸é¿¡¼­ »ç¶óÁø ÀÌÀ¯´Â ¿ì¸®ÀÇ »ï°¢ÇüÀÌ Ç¥¸é(face)ÀÌ ¾Æ´Ï±â ¶§¹®ÀÔ´Ï´Ù. Ä«¸Þ¶ó°¡ zÃà ¾ç¼öÀÇ ¹æÇâ¿¡ À§Ä¡ÇÒ¶§ ¿ì¸®ÀÇ »ï°¢ÇüÀ» ±¸¼ºÇϰí ÀÖ´Â vertexµéÀº ±× ¹è¿­ ¼ø¼­°¡ ½Ã°è ¹æÇâÀ̱⠶§¹®¿¡ ±×·Á(draw)ÁöÁö¸¸, Ä«¸Þ¶ó¸¦ zÃà À½¼öÀÇ ¹æÇâÀ¸·Î À̵¿½ÃŰ¸é ¿ì¸®ÀÇ »ï°¢ÇüÀÇ vertex ¹è¿­ ¼ø¼­´Â ¹Ý ½Ã°è ¹æÇâ(counter-clock-wise)ÀÌ µÇ°í XNA´Â ÀÌÁ¦ ¿ì¸®ÀÇ »ï°¢ÇüÀ» ±×¸®Áö ¾Ê½À´Ï´Ù.

¿ì¸®´Â ÀÌ·± ±â¹ýÀ» Culling±â¹ýÀ̶ó°í ºÎ¸£¸ç ¼³Á¤Çϱ⿡ µû¶ó¼­´Â ±âº»°ªÀÎ ½Ã°è ¹æÇâ ´ë½Å¿¡ ¹Ý ½Ã°è ¹æÇâÀ¸·Î ¼³Á¤ÇÒ ¼öµµ ÀÖ½À´Ï´Ù. Culling±â¹ýÀº ±×·Á¾ß ÇÒ »ï°¢ÇüÀÇ °¹¼ö¸¦ ÁÙÀÏ ¼ö Àֱ⠶§¹®¿¡ ¼º´ÉÀ» ´ëÆø Çâ»ó½ÃŰ´Â Áß¿äÇÑ ±â¹ýÁß ÇϳªÀÔ´Ï´Ù.

¿©±â¼­´Â ¿ì¸®ÀÇ »ï°¢ÇüÀÇ µÞ¸ð½ÀÀ» º¸±âÀ§ÇØ Culling ¸ðµå¸¦ NoneÀ¸·Î ¼³Á¤ÇØ ÇØ´ç ¸ðµå¸¦ off½Ãŵ½Ã´Ù. (Culling-off)

Culling ¸ðµå¸¦ ²ô±â À§Çؼ­´Â DrawÇÔ¼ö ½ÃÀÛ ºÎºÐ¿¡ ´ÙÀ½°ú °°Àº Äڵ带 Ãß°¡ÇÏ¸é µË´Ï´Ù.

 protected override void Draw(GameTime gameTime)
 {
     device.RenderState.CullMode = CullMode.None;
 
     ......
 
     base.Draw(gameTime);
 }

ÀÌÁ¦ ´Ù½Ã µð¹ö±×(F5)۸¦ ´­·¯ À©µµ¿ì¸¦ ¶ç¿ì¸é ¿ì¸®ÀÇ »ï°¢ÇüÀÇ µÞ¸ð½ÀÀ» º¼ ¼ö ÀÖ½À´Ï´Ù.






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Contents

[Tutorials]
[XNA in C#]
Series 1: ÁöÇü
XNAÀÇ ½ÃÀÛ
ÀÌÆåÆ® ÆÄÀÏ
ù ¹øÂ° »ï°¢Çü
¿ùµå ÁÂÇ¥°è
ȸÀü, À§Ä¡ º¯È¯
À妽º
ÁöÇü »ý¼ºÀÇ ±âº»
ÆÄÀϷκÎÅÍ ÁöÇü »ý¼º
Űº¸µå ÀÔ·Â
[tut10]
[tut11]
[tut12]
[tut13]
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