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Inside Direct3D (Dv-Mps Inside)
Inside Direct3D (Dv-Mps Inside)
ISBN: 0735606137
EAN: 2147483647
Year: 1999
Pages: 131
Authors:
Peter J Kovach
,
Jeffrey Richter
BUY ON AMAZON
Cover
LOC Page
Acknowledgments
Foreword
Introduction
Dedication
Chapter 1 -- DirectX Fundamentals
The DirectX APIs
How Direct3D Works as a DirectX API
What You Need to Know to Use a DirectX API
The Direct3D Framework
Conclusion
Chapter 2 -- Windows Code for Direct3D Programs
How to Structure Your Windows Code
The Code So Far
Conclusion
Chapter 3 -- Setting Up DirectDraw for a Direct3D Program
DirectDraw and Multiple Monitors
Setting Up DirectDraw
Creating a Structure to Hold the Enumerated Devices
Enumerating the DirectDraw Devices
Creating a DirectDraw Object
Enumerating the Display Modes
Enumerating the Direct3D Devices
Picking a Direct3D Device
Initializing DirectDraw with the CD3DFramework7 Object
Setting the Cooperative Level
Creating Surfaces
Flipping the Surfaces
The Code So Far
Conclusion
Chapter 4 -- Direct3D for DirectX Applications
Direct3D Immediate Mode Objects and Interfaces
Creating an Immediate Mode Application
The Code So Far
Conclusion
Chapter 5 -- Direct3D Vertices and the Transformation and Lighting Pipeline
Overview of the TL Pipeline
Vertices
Setting Up the TL Pipeline Matrices
The Viewport
Lighting
The Code So Far
Conclusion
Chapter 6 -- Rendering 3D Primitives
The BeginScene and EndScene Methods
Indexed and Nonindexed Primitives
The DrawPrimitive Methods
Primitive Types
Setting Render States
Interpolants: Gouraud Shading and Specular Lighting
Creating a 3D Application
The Code So Far
Conclusion
Chapter 7 -- Keyboard and Joystick Input
Creating a DirectInput Object
Getting the Keyboard, the Mouse, or the Joystick
Force Feedback
Conclusion
Chapter 8 -- Texturing
Texture Coordinates
Creating Texture Surfaces
Texture Management
Texture Compression
Mipmaps
Texture Filtering
Texture Interface Pointers
Texture Stages
Texture Blending
Texture-Addressing Modes
Texture Wrapping
The Code So Far
Conclusion
Chapter 9 -- Fog
Fog Formulas
Setting Up Fog
Pixel Fog
The Code So Far
Conclusion
Chapter 10 -- Alpha Blending
Blending with the Frame Buffer
Special Effects
Alpha Testing
Color-Key Transparency
Alpha-Capable Palettized Textures
Texture Stages Using Alpha
Legacy Blending Modes and Texture Stages
Premultiplied vs. Nonpremultiplied Alpha
The Code So Far
Conclusion
Chapter 11 -- Light Mapping and Environment Mapping
Light Mapping
Environment Mapping
The Code So Far
Conclusion
Chapter 12 -- Stencil Buffers
Creating a Stencil Buffer
Clearing a Stencil Buffer
Configuring the Stenciling State
Creating Effects
The ShadowVol and ShadowVol2 Demos
The Code So Far
Conclusion
Chapter 13 -- Loading and Animating 3D Models
Animated Characters
Loading and Handling RoadRage Models
The Code So Far
Conclusion
Chapter 14 -- Optimizing a Direct3D Application
The Direct3D Framework
Conserving Texture Memory
Enhancing Your 3D Effects
Optimizing Your Geometry Handling
Minimizing Resources
Conclusion
Chapter 15 -- Integrating DirectPlay
DirectPlay Concepts
Getting Started
The Multiplayer Connect Dialog Box
The Multiplayer Games Dialog Box
DirectPlay Messages
The Code So Far
Conclusion
Chapter 16 -- Conclusion
Games
Simulation and Virtual Reality
Good Luck and Enjoy
About the Author
About This Electronic Book
Inside Direct3D (Dv-Mps Inside)
ISBN: 0735606137
EAN: 2147483647
Year: 1999
Pages: 131
Authors:
Peter J Kovach
,
Jeffrey Richter
BUY ON AMAZON
Interprocess Communications in Linux: The Nooks and Crannies
Permissions
Introduction
Summary
Introduction
Scheduling Threads
Identifying and Managing Project Risk: Essential Tools for Failure-Proofing Your Project
Why Project Risk Management?
Identifying Project Schedule Risk
Quantifying and Analyzing Project Risk
Monitoring and Controlling Risky Projects
Conclusion
MySQL Clustering
Management Nodes
Troubleshooting Backups
Security and Management
Performance
C Glossary of Cluster Terminology
Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies)
Overview of Captology
The Functional Triad Computers in Persuasive Roles
Computers as Persuasive Social Actors
Credibility and Computers
Increasing Persuasion through Mobility and Connectivity
File System Forensic Analysis
Booting Process
RAID
File System Category
Block Bitmap
Summary
Web Systems Design and Online Consumer Behavior
Chapter V Consumer Complaint Behavior in the Online Environment
Chapter IX Extrinsic Plus Intrinsic Human Factors Influencing the Web Usage
Chapter XIII Shopping Agent Web Sites: A Comparative Shopping Environment
Chapter XIV Product Catalog and Shopping Cart Effective Design
Chapter XVI Turning Web Surfers into Loyal Customers: Cognitive Lock-In Through Interface Design and Web Site Usability
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