Table of content

  
• Table of Contents
• Index
• Examples
Managed DirectX® 9 Kick Start: Graphics and Game Programming
By Tom Miller
 
Publisher: Sams Publishing
Pub Date: October 22, 2003
ISBN: 0-672-32596-9
Pages: 432
   Copyright
   Foreword
   About the Author
   Acknowledgments
   We Want to Hear from You!
   Introduction
      The History of Managed DirectX
      Namespaces Included
      Getting Started
   Part I.  Beginning Graphics Concepts
      Chapter 1.  Introducing Direct3D
      Getting Started
      The Direct3D Device
      Making Our Triangle Three Dimensional
      Automatic Device Resets During a Resize
      We've Got Camera and Action; What About Lights?
      Device States and Transforms
      Swapchains and RenderTargets
      In Brief
      Chapter 2.  Choosing the Correct Device
      Enumerating Your System's Adapters
      Determining Whether a Hardware Device Is Available
      Checking Device Capabilities
      In Brief
      Chapter 3.  Rendering Using Simple Techniques
      Using Vertex Buffers
      Texturing Our Objects
      In Brief
      Chapter 4.  More Rendering Techniques
      Rendering Other Primitive Types
      Using Index Buffers
      Using Depth Buffers
      In Brief
      Chapter 5.  Rendering with Meshes
      Defining the Mesh
      Using Materials and Lighting
      Using Meshes to Render Complex Models
      In Brief
      Chapter 6.  Using Managed DirectX to Write a Game
      Choosing the Game
      Writing the Game
      Adding a Movable Car into Your Scene
      Adding Obstacles
      Implementing the Finishing Touches
      In Brief
   Part II.  Intermediate Graphics Concepts
      Chapter 7.  Using Advanced Mesh Features
      Cloning Mesh Data
      Optimizing Mesh Data
      Simplifying Existing Meshes
      Welding Vertices in a Mesh
      Making Lots of Little Meshes Out of One Big One
      In Brief
      Chapter 8.  Understanding Resources
      Starting with the Resource Class
      Using the Vertex and Index Buffers
      Locking Our Buffers
      Controlling How Buffers Are Locked
      Using Texture Resources
      Locking Textures and Getting Descriptions
      In Brief
      Chapter 9.  Using the Other Mesh Types
      Simplifying Meshes
      Controlling the Level of Detail with Progressive Meshes
      Rendering Patch Meshes
      Seeing the Tessellation Levels
      In Brief
      Chapter 10.  Using the Helper Classes
      Drawing Lines
      Drawing Text
      Rendering to Surfaces
      Rendering Environment Maps
      In Brief
   Part III.  Advanced Graphics Concepts
      Chapter 11.  Introducing the Programmable Pipeline with the High Level Shader Language
      Rendering a Single Triangle Without Using the Fixed-function Pipeline
      Rendering Shader Programs with Techniques
      Rendering Meshes Using the Programmable Pipeline
      Using HLSL to Write a Pixel Shader
      In Brief
      Chapter 12.  Using the High Level Shader Language
      Using Simple Formulas to Simulate Animation
      Determining Color by Blending Textures
      Lighting Textures
      Adding Specular Highlights
      In Brief
      Chapter 13.  Rendering Skeletal Animation
      Creating the Frame Hierarchy
      Loading Meshes with Animation
      Rendering Animated Meshes
      In Brief
   Part IV.  Sound and Input
      Chapter 14.  Discovering the Wonders of Sound
      Including the Sound Namespace
      Loading and Playing a Static Sound
      Using Sounds in 3D
      Manipulating the Listener
      Using Effects with Your Sounds
      In Brief
      Chapter 15.  Controlling User Input
      Detecting the Devices You Can Use
      Using the Keyboard Device
      Using the Mouse Device
      Using Game Pads and Joysticks for User Input
      Using Force Feedback
      In Brief
   Part V.  2D Graphics
      Chapter 16.  Using Direct3D for 2D Graphics
      Creating a Full Screen Rendering Device
      Rendering Sprites
      Animating Your Sprites
      In Brief
      Chapter 17.  Using DirectDraw for 2D Rendering
      Creating a Full Screen DirectDraw Device
      Animating Your Sprites
      In Brief
   Part VI.  Adding Networking
      Chapter 18.  Implementing Peer-to-Peer Networking Using DirectPlay
      Understanding DirectPlay Addresses
      Creating a Peer Connection
      Getting into a Session
      Using the Event Model
      Performing Actions in Our Session
      Handling Lost Sessions
      In Brief
      Chapter 19.  Creating a Client/Server Session
      Creating a Dedicated Server Session
      Connecting a Client
      Detecting Users Joining and Leaving Your Session
      Sending Data Packets
      Making the Client React
      Handling the Server Lost Event
      In Brief
      Chapter 20.  Understanding Advanced Networking Features
      Having a Detailed Look at the Event Model
      Detecting Bandwidth and Network Statistics
      Launching Applications Using a Lobby
      Making Your Application Lobby Aware
      Adding Voice Chat to Your Sessions
      In Brief
      Chapter 21.  Achieving Maximum Performance
      Using Value Types as Objects
      Understanding the Performance Implications of the Event Model
      Understanding the Cost of Methods
      In Brief
   Part VII.  Appendices
      Appendix A.  Using the Diagnostics Assemblies
      Enumerating Everything in the System
      Enumerating Specific Items You Care About
      Appendix B.  Playing Music and Videos
      Playing Back an Audio or Video File Simply
      Using the Features of Video Files
      Using Video as Textures
   Index


Managed DirectX 9 Graphics and Game Programming, Kick Start
Managed DirectX 9 Kick Start: Graphics and Game Programming
ISBN: B003D7JUW6
EAN: N/A
Year: 2002
Pages: 180
Authors: Tom Miller

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