Table of Contents

real-time shader programming
Real-Time Shader Programming
by Ron Fosner ISBN:1558608532
Morgan Kaufmann Publishers 2003 (406 pages)

An indispensable reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects.

Companion Web Site
Table of Contents
Real-Time Shader Programming—Covering DirectX 9.0
Preface
Chapter 1 - Introduction
Chapter 2 - Preliminary Math
Chapter 3 - Mathematics of Lighting and Shading
Chapter 4 - Introduction to Shaders
Chapter 5 - Shader Setup in DirectX
Chapter 6 - Shader Tools and Resources
Chapter 7 - Shader Buffet
Chapter 8 - Shader Reference
Part I - Vertex Shader Reference
Part II - Pixel Shader Reference
References
About the CD-Rom
Index
List of Figures
List of Tables
List of Sidebars



Real-Time Shader Programming(c) Covering Directx 9. 0
Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)
ISBN: 1558608532
EAN: 2147483647
Year: 2005
Pages: 104
Authors: Ron Fosner

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