3D Game Programming With DirectX - Zamrony P. Juhara - ANDI OFFSET - Original Book (1)

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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

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