Varshney, A., 281
Vector mathematics, 288–293
cross products, 288–289, 291–293
dot products, 288–291
scalars, 288
unit vectors, 288–289
Vectors
look at vectors, 290
moving linearly, 294–295
normalizing, 288
Version control, 106–114
Vertex buffer, 312–314
creating, 312–314
locking, 314
Vertical blanks, 162–163
Vertices, 292
coloring, 308, 319
DirectX structure, 306–307
normal vectors for, 308–311
in object space, 303
order of, 306
storage of, 293
textured, 311–312
transformed, 306–307
untransformed, 306–307
VGetUserStreamArray() function, 429
Video
compressing files, 255–257
loading, 255–257
settings, manipulating, 256
uncompressed, storing, 256
Video cards, 162–164
drivers, 38–39
graphics file formats, 199
pixel values, blending, 174
Video drivers
hybrid 2D and 3D technologies and, 35–37
nonfunctionality, debugging, 454
Video hardware, buffering and, 162–164
Video memory.
See VRAM.
Video memory surfaces, blending, 181
Video RAM.
See VRAM.
Video segments, mixing 3D backgrounds with, 255
Video surfaces, 165–167
View transformations, 303–304
Viewing frustum, 305
Virtual controls, 126–127
Virtual keys, 138
Virtual memory, 67–68, 209
Virtual scan code, 134
Visual Build Pro (Kinook Software), 116–117
Visual SourceSafe (Microsoft), 109, 111
Visual Studio.NET
build options, setting, 105–106
disadvantages of, 102
macros, configuring project settings using, 105–106
mini-dumps, debugging, 424–429
types of macros, 105
Vital functions
abusing, 48–49
overloading, 49
VPostRender(), 329
VPreRender(), 329
VRAM, 21–22, 63–64
blending surfaces in, 181
estimating, 216–217
location of, 63
pixel operators in, 64
stress testing, 500
writing to, 63
VRender() function, 329
VRenderChildren() function, 329
VRestore() function, 329
VSetDumpFileName function, 429
VSetTransform() function, 334
VUpdate() function, 329