Sell 3D Game Programming With DirectX - Zamrony P. Juhara - ANDI OFFSET - Original Book best price
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Product Description
3D Game programming book title with DirectX
Author: Zamrony P. Juhara
Publisher: ANDI
Print: Issue 1
Year rising: 2011
Number of pages: 486
Filler paper: HVS
Cover: Soft
Size: 20x28
Table of contents
Part I of 3D graphic programming
Chapter 1 of the mathematical basis on 3D graphics
Cartesius coordinate system
Left hand system
Right hand system
Vector algebra
What 's a vector?
Multiply vector by scalar
Vector addition
Vector magnitude
Vector normalization
Product pacifier
Cross product
Normal vector
Matrix algebra
Matrix addition
Multiply matrix by scalar
Transpose matrix
Invers matrix
Transformation
Translation
Rotation
Scaling
Merge some transformations
Summary
Chapter 2 of Direct3D programming base
What and why Direct3D?
Direct3D architecture
Things
Ref
Pipeline ringer
Terms on Direct3D
Device type
Coordinate system
Vertex
Pixel format
Different colors
Grafts mode
Surface
Pool memory
Double buffer
D3Dx library
Start with Direct3D
Creating Instance IDirect3D9
Creating Device
Knowing the Grafts Mode
About presentation parameters
Color Buffer cleaning tool
Start dam end Rendering process
Rendering results presentation
Things surrounding applications are losing focus
Application demo 1
Summary
Chapter 3 Resource on Direct3D
About the GPU
Type of memory
Local Video memory (LVM)
Video memory is not local (NLVM)
Ram system
Resource type on Direct3D
Pool memory
Selecting proper Pool memory
Vertex format
Primitive type
Point List
Triangle List.
Triangle Strip
Triangle Fan
Vertex Buffer
What 's a Vertex Buffer?
Creating Vertex Buffer
Filling the Vertex Buffer with Data
Locking Vertex Buffer
Primitive drawing with Vertex Buffer
Index Buffer.
What 's an Index Buffer?
Why use the Index Buffer?
Creating Index Buffer
Locking Index Buffer
Charging Index Buffer with Data
Primitive drawing with Index Buffer
Degenerate Triangle
Surface
Summary
Chapter 4 Depth Buffer and Stencil Buffer
Depth Buffer.
Why would the Depth Buffer be necessary?
Depth Buffer format
Your graphic Card supports Depth Buffering?
Creating Depth Buffer
Deactivating Depth buffer
Cleaning the Depth Buffer contents
Demo application with Depth Buffer
Buffer stencil
Buffer Stencil format
Your graphic Card supports Buffering Stencil?
Creating Buffer Stencil
Turning off buffer Stencil
Cleaning the Buffer Stencil
Test Stencil
Stencil reference value
Mask Stencil value
Comparative function
Stencil value
Control the contents of Buffer stencils
Summary
Chapter 5 of lighting
Lighting calculation
Point
Spot
Directional
Material
Kind of light
Ambient
Diffuse
Emissive.
Specular
Vertex is Normal
Shading mode
Turning off lighting calculations
Td3Dlight type
Td3Dmatterial type
Activating Material
Demo application 5: Lighting
Chapter 6 textured Mapping
What 's a Te mapping