|Microsoft DirectX 9.0|
The Fish Eye sample shows a fish-eye lens effect that can be achieved using cube maps.
Source: (SDK root)\Samples\C++\Direct3D\EnvMapping\FishEye
Executable: (SDK root)\Samples\C++\Direct3D\Bin
The following table lists the keys that are implemented. You can use menu commands for the same controls.
|ENTER||Starts and stops the scene.|
|SPACEBAR||Advances the scene by a small increment.|
|F2||Prompts the user to select a new rendering device or display mode.|
|ALT+ENTER||Toggles between full-screen and windowed modes.|
|ESC||Exits the application.|
The FishEye sample scene is rendered into the surfaces of a cube map, rather than the back buffer. Then the cube map is used as an environment map to reflect the scene in some distorted geometryin this case, some geometry approximating a fish eye lens. See the Cube Map Sample for more information about cube mapping.
This sample uses common Microsoft?DirectX?code that consists of programming elements such as helper functions. This code is shared with other samples in the DirectX software development kit (SDK). You can find the sample framework headers and source code in (SDK root)\DXSDK\Samples\C++\Common\Include and (SDK root)\DXSDK\Samples\C++\Common\Src.