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Managed DirectX 9 Kick Start: Graphics and Game Programming
Managed DirectX 9 Kick Start: Graphics and Game Programming
ISBN: B003D7JUW6
EAN: N/A
Year: 2002
Pages: 180
Authors:
Tom Miller
BUY ON AMAZON
Main Page
Table of content
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
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 ClientServer 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
Index SYMBOL
Index A
Index B
Index C
Index D
Index E
Index F
Index G
Index H
Index I
Index J
Index K
Index L
Index M
Index N
Index O
Index P
Index R
Index S
Index T
Index U
Index V
Managed DirectX 9 Kick Start: Graphics and Game Programming
ISBN: B003D7JUW6
EAN: N/A
Year: 2002
Pages: 180
Authors:
Tom Miller
BUY ON AMAZON
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