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Inside Direct3D (Dv-Mps Inside)
Inside Direct3D (Dv-Mps Inside)
ISBN: 0735606137
EAN: 2147483647
Year: 1999
Pages: 131
Authors:
Peter J Kovach
,
Jeffrey Richter
BUY ON AMAZON
Cover
LOC Page
Acknowledgments
Foreword
Introduction
Dedication
Chapter 1 -- DirectX Fundamentals
The DirectX APIs
How Direct3D Works as a DirectX API
What You Need to Know to Use a DirectX API
The Direct3D Framework
Conclusion
Chapter 2 -- Windows Code for Direct3D Programs
How to Structure Your Windows Code
The Code So Far
Conclusion
Chapter 3 -- Setting Up DirectDraw for a Direct3D Program
DirectDraw and Multiple Monitors
Setting Up DirectDraw
Creating a Structure to Hold the Enumerated Devices
Enumerating the DirectDraw Devices
Creating a DirectDraw Object
Enumerating the Display Modes
Enumerating the Direct3D Devices
Picking a Direct3D Device
Initializing DirectDraw with the CD3DFramework7 Object
Setting the Cooperative Level
Creating Surfaces
Flipping the Surfaces
The Code So Far
Conclusion
Chapter 4 -- Direct3D for DirectX Applications
Direct3D Immediate Mode Objects and Interfaces
Creating an Immediate Mode Application
The Code So Far
Conclusion
Chapter 5 -- Direct3D Vertices and the Transformation and Lighting Pipeline
Overview of the TL Pipeline
Vertices
Setting Up the TL Pipeline Matrices
The Viewport
Lighting
The Code So Far
Conclusion
Chapter 6 -- Rendering 3D Primitives
The BeginScene and EndScene Methods
Indexed and Nonindexed Primitives
The DrawPrimitive Methods
Primitive Types
Setting Render States
Interpolants: Gouraud Shading and Specular Lighting
Creating a 3D Application
The Code So Far
Conclusion
Chapter 7 -- Keyboard and Joystick Input
Creating a DirectInput Object
Getting the Keyboard, the Mouse, or the Joystick
Force Feedback
Conclusion
Chapter 8 -- Texturing
Texture Coordinates
Creating Texture Surfaces
Texture Management
Texture Compression
Mipmaps
Texture Filtering
Texture Interface Pointers
Texture Stages
Texture Blending
Texture-Addressing Modes
Texture Wrapping
The Code So Far
Conclusion
Chapter 9 -- Fog
Fog Formulas
Setting Up Fog
Pixel Fog
The Code So Far
Conclusion
Chapter 10 -- Alpha Blending
Blending with the Frame Buffer
Special Effects
Alpha Testing
Color-Key Transparency
Alpha-Capable Palettized Textures
Texture Stages Using Alpha
Legacy Blending Modes and Texture Stages
Premultiplied vs. Nonpremultiplied Alpha
The Code So Far
Conclusion
Chapter 11 -- Light Mapping and Environment Mapping
Light Mapping
Environment Mapping
The Code So Far
Conclusion
Chapter 12 -- Stencil Buffers
Creating a Stencil Buffer
Clearing a Stencil Buffer
Configuring the Stenciling State
Creating Effects
The ShadowVol and ShadowVol2 Demos
The Code So Far
Conclusion
Chapter 13 -- Loading and Animating 3D Models
Animated Characters
Loading and Handling RoadRage Models
The Code So Far
Conclusion
Chapter 14 -- Optimizing a Direct3D Application
The Direct3D Framework
Conserving Texture Memory
Enhancing Your 3D Effects
Optimizing Your Geometry Handling
Minimizing Resources
Conclusion
Chapter 15 -- Integrating DirectPlay
DirectPlay Concepts
Getting Started
The Multiplayer Connect Dialog Box
The Multiplayer Games Dialog Box
DirectPlay Messages
The Code So Far
Conclusion
Chapter 16 -- Conclusion
Games
Simulation and Virtual Reality
Good Luck and Enjoy
About the Author
About This Electronic Book
Inside Direct3D (Dv-Mps Inside)
ISBN: 0735606137
EAN: 2147483647
Year: 1999
Pages: 131
Authors:
Peter J Kovach
,
Jeffrey Richter
BUY ON AMAZON
Introducing Microsoft Office InfoPath 2003 (Bpg-Other)
Publishing Form Templates
Designing InfoPath Web Service Clients
Introducing InfoPath Form Template Projects
Navigating the InfoPath Object Model
Writing Advanced Event Handlers
Building Web Applications with UML (2nd Edition)
Activities
Requirements
Analysis
Guidelines for Web Application Design
Summary
Practical Intrusion Analysis: Prevention and Detection for the Twenty-First Century: Prevention and Detection for the Twenty-First Century
Understanding Intrusion Detection
IDS and IPS Internals
Snort
Incident Response
Laws, Standards, and Organizations
Service-Oriented Architecture (SOA): Concepts, Technology, and Design
Additional information
Service activity
Common principles of service-orientation
Contrasting service modeling approaches (an example)
SOA Platforms
Microsoft VBScript Professional Projects
Procedures
VBScript and the WSH
Project Case Study Creating a Centralized Report Management Station
Processing and Consolidating Report Data
Reporting Application Summary Data via the Web
Digital Character Animation 3 (No. 3)
Finalizing Your Design
The Language of Movement
Chapter Six. Walking and Locomotion
Acting Vs. Animating
Developing a Story
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