Chapter 1 Introduction 1 1.1 Drawing a Triangle 2 1.2 Drawing a Triangle Mesh 17 1.3 Drawing a Complicated Scene 27 1.4 Abstraction of Systems 27 Chapter 2 Core Systems 31 2.1 The Low-Level System 31 2.1.1 Basic Data Structures 33 2.1.2 Encapsulatin
Introduction to 3D Game Programming with DirectX 9.0 provides an introduction to programming interactive 3D computer graphics using DirectX 9.0, with an emphasis on game development. The book begins with an explanation of the mathematical tools and
Introduction to 3D Game Programming with DirectX 9.0 provides an introduction to programming interactive 3D computer graphics using DirectX 9.0, with an emphasis on game development. The book begins with an explanation of the mathematical tools and
Product Descr iption With recent advancements in programmable 3D rendering hardware, game developers can create engines capable of making complete outdoor landscapes. Many of todayfs popular games include entire outdoor environments, but making the
With the advent of Microsoft® DirectX® version 8.0, the revolution of programmable graphics had arrived. With vertex shaders for the programmable geometry pipeline and pixel shaders for the programmable pixel pipeline, the control over geometry and
This book is intended for people that have some background in DirectX8 or DirectX9 programming and want to upgrade their knowledge to DirectX 10. At some point this book will be available on paper and we would appreciate it if you would buy this ver
This book is intended for people that have some background in DirectX8 or DirectX9 programming and want to upgrade their knowledge to DirectX 10. At some point this book will be available on paper and we would appreciate it if you would buy this ver
fundamentals of vertex shaders programming vertex shaders fundamentals of pixel shaders programming pixel shaders basic shader development with shader studio
With the advent of Microsoft® DirectX® version 8.0, the revolution of programmable graphicshad arrived. With vertex shaders for the programmable geometry pipeline and pixel shaders forthe programmable pixel pipeline, the control over geometry and pi
special effects game programming--part1 ////////////////////////////////// 一共14个部分 /////////////////////////////// introduction part1 the basics chapter1 an introduction to windows programming chapter2 advanced win32 API programming chapter3 directX
Game physics ------------------------ 本书更像是一本物理学概论,游戏开发的部分偏少,下与不下你自己定夺。 ---------------------------------------- Trademarks Figures Tables Preface About the CD-ROM INTRODUCTION 1.1 a brief history of the world 1.2 a summary of the topics 1.3 Example
Briefly describe what the tool will do and ultimately how it will either improve workflow productivity or affect the content creation pipeline. Outline the current problems existing without the tool, and how the introduction of the tool will attempt
Publication Date: November 2004 Welcome to the latest volume of ShaderX! This all-new collection is packed with insightful new techniques, innovative approaches to common problems, and practical tools and tricks that will help you in all areas of sh
With the advent of Microsoft® DirectX® version 8.0, the revolution of programmable graphicshad arrived. With vertex shaders for the programmable geometry pipeline and pixel shaders forthe programmable pixel pipeline, the control over geometry and pi