MIPMAP: a set of images that have been precomputed and optimized to complement the main texture image. NONE: disable MIPMAP and use the expansion filter.ĬLAMP: texture coordinates outside the range will have a texture color of 0.0 or 1.0, respectively. Uses a weighted average region of 2×2 texels inscribed in the pixel of interest. LINEAR: bilinear interpolation filtering. MagFilter: methods used for the expansion filter.ĪdressU: method used to resolve u-texture coordinates that are outside the 0-1 range.ĪdressV: method used to resolve v-texture coordinates that are outside the 0-1 range. MinFilter: methods used for the reduction filter. I hacked libpng to support it, but it was rejected by the PNG group because the specification isn’t aesthetically pleasing.
Animated GIF and animated PNG (APNG) are supported.ĪPNG: Mozilla Corporation’s own specified animation format that is backward compatible with PNG. In other words:ĪNIMATEDTEXTURE: textures that animate in response to frame time. When used as a transformation matrix, it means that the coordinates of the vertices are multiplied by 1. Unit matrix: asquare matrix whose diagonal component is 1 and the others are 0. Because of this property, it’s used to cancel the transformation matrix. Inverse matrix: when E is the unit matrix for a matrix A whose determinant is non-zero, the matrix B that satisfies AB=BA=E is called the inverse of A and is denoted by WorldViewMatrixInverse: the inverse of a matrix that can transform vertices in local coordinates to view coordinates with the camera as the viewpoint in a single step. WorldViewProjMatrix: a matrix that can transform vertices in local coordinates to projective coordinates with the camera as the viewpoint in a single step. World rotation and view rotation components cancel each other out and always face the screen.ĥ float4x4 WorldViewProjMatrix : WORLDVIEWPROJECTION Ħ float4x4 WorldViewMatrixInverse : WORLDVIEWINVERSE.Perform world rotation and view rotation inversion on objects.Prepare a flat polygon that faces the screen (-Z axis) direction.If the coding isn’t properly formatted on Tumblr, you can This documentation has no intention in replacing the original author’s.Īny coding line starting with “// ” is the author’sĬomments. The translation was done with the aid of the online translator DeepL and my friends’ help.
As I don’t know how to contactįor permission to translate and publish it here, the original author is free to request me to take it down. It was translated from Japanese to English by ryuu. Everything in this tutorial will try to stay as faithful as possible to the original one in Japanese This documentation shows how to edit the Laughing Man effect and read its HLSL coding. I have little idea of what’s going on hereĪnd I’m relying on my IT friends to help me with this one. The following tutorial is an English translation of the original one in Japanese byĭisclaimer: coding isn’t my area, not even close to my actual career and