Index_V


V

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




Game Coding Complete
Game Coding Complete
ISBN: 1932111751
EAN: 2147483647
Year: 2003
Pages: 139

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