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n this chapter, you ll learn some of the concepts related to the rendering pipeline, shaders, and effects. The rendering pipeline is responsible for rendering a 3D scene into a 2D image, which can then be drawn on the screen. You can use shaders to program some stages of the rendering pipeline, and use effects to describe a combination of shaders and configurations for the fixed stages of the rendering pipeline. This flexibility allows you to create custom visual effects, improving the visual aspect of the final image.

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Autowiring is disabled (the default). Autowiring is carried out by locating beans that are named by using the id attribute and that have the same name as the properties to be set on the target bean. Autowiring is carried out by locating beans of the same type as the properties to be set on the target bean. Autowiring is carried out by using beans of the same types as the constructor s parameters. Equivalent to byType if the target bean has a default constructor, or to constructor otherwise. byType is used when a constructor exists because constructor parameter names are not retained at runtime and therefore cannot be determined by reflection.

To visualize a 3D scene on the screen, the scene must be transformed into a 2D image. The process that transforms a 3D scene into an image is called rendering. Figure 9-1 shows a highlevel diagram of the rendering pipeline used by XNA.

An object in a 3D scene is described through its mesh, which is the collection of its vertices (and indices, if applicable) The vertices in a mesh can have many different attributes, such as position, color, normal, and texture coordinate, as explained in 8 As illustrated in Figure 9-1, at the beginning of the rendering process, the vertices of the object s mesh are sent to the rendering pipeline, where they go through the stages of vertex processing, rasterization, and pixel processing At the end of this process, many pixels are generated, ready to be stored in the scene s final image Since many triangles of one object can compete for the same pixels on the screen, the last stage in the rendering pipeline the output merger decides which pixels are closest to the camera.

The problem with autowiring is that it makes the relationship between the beans and their dependencies completely implicit. This can make diagnosing configuration problems quite difficult (it is relatively easy to assign the wrong dependency without having any conspicuous entry in the configuration files to indicate this), and autowiring can seem a little too much like magical behavior to novice Spring developers. The other limitation of autowiring is that you cannot configure multiple beans of the same type that are to be used for the autowiring of other beans, because the framework would then have no way to determine which bean was to be injected. Autowiring is therefore of no use for the general case. It could still be used when a single definition of the required type will be made available (as, for example, tends to be the case for the Hibernate session factory discussed in the next chapter). However, mixing autowiring and explicit wiring of beans just adds unnecessary hidden complexity to your configuration files.

The output merger stores those pixels in the final image and decides which pixels are to be discarded This decision is based on the distance between the camera and the object, so only the closest objects are displayed, but this decision can also be influenced by transparency information In the old versions of the DirectX and OpenGL application programming interfaces (APIs), all the stages of the rendering pipeline were fixed (preprogrammed) This meant that a fixed set of effects was available to game programmers This forced all games to use the same rendering processes, allowing them to change only a few predefined parameters The result was the release of many game titles with similar graphics From DirectX 81 onward, it became possible to program some of the stages of the rendering pipeline through the creation of small programs called shaders.

Listing 3-6 shows several beans being declared along with their dependencies. The complexity of the XML configuration file will depend on the number of beans being set, the wiring mode being used to associate beans with each other, the number of properties being set on the various beans, whether they require constructor parameters, and so on. Listing 3-10 shows a simple bean, defined with a single parameter, a default constructor, accessible by the name ref from the factory.

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