Summary


During this chapter, you learned all about the basics of the programmable pipeline and how to write simplistic vertex and pixel shaders to get your code to render models in an interesting way.

With a basic understanding of the programmable pipeline, you can move on to something that all games need: good level-of-detail algorithms.



Beginning 3D Game Programming
Beginning 3D Game Programming
ISBN: 0672326612
EAN: 2147483647
Year: 2003
Pages: 191
Authors: Tom Miller

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net