Introduction to 3D Game Programming with DirectX 9.0c A Shader …

Introduction to 3D Game Programming with DirectX 9.0c A Shader ...Short Description
Introduction to 3D Game Programming with. DirectX 9.0c: A Shader Approach. Introduction. Part I Mathematical Prerequisites. Chapter 1 Vector Algebra …

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Content
Introduction to 3D Game Programming with
DirectX 9.0c: A Shader Approach
Introduction
Part I Mathematical Prerequisites
Chapter 1 Vector Algebra
1.1 Vectors
1.1.1 Vectors and Coordinate Systems
1.1.2 Left-Handed Versus Right-Handed Coordinate Systems
1.1.3 Basic Vector Operations
1.2 Length and Unit Vectors
1.3 The Dot Product
1.4 The Cross Product
1.5 Change of Frame
1.5.1 Vectors
1.5.2 Points
1.6 Rays, Lines, and Segments
1.7 D3DX Vectors
1.8 Summary
1.9 Exercises
Chapter 2 Matrix Algebra
2.1 Definition
2.2 Matrix Multiplication
2.2.1 Vector-Matrix Multiplication
2.2.2 Matrix-Matrix Multiplication and Associativity
2.3 The Transpose of a Matrix
2.4 The Identity Matrix
2.5 The Inverse of a Matrix
2.6 D3DX Matrices
2.7 Summary
2.8 Exercises
Chapter 3 Transformations; Planes
3.1 Linear Transformations
3.1.1 Definition
3.1.2 Matrix Representation
3.1.3 Scaling
3.1.4 Rotation about the Coordinate Axes
3.1.5 Rotation About an Arbitrary Axis
3.2 Affine Transformations
3.2.1 Definition and Matrix Representation
3.2.2 Translation3.3.3 Affine Matrices for Scaling and Rotation
3.3 D3DX Transformation Functions
3.4 Composition of Affine Transformations
3.5 Planes
3.5.1 D3DXPlane
3.5.2 Point and Plane Spatial Relation
3.5.3 Construction
3.5.4 Normalizing a Plane
3.5.5 Transforming a Plane
3.5.6 Nearest Point on a Plane to a Particular Point
3.5.7 Ray/Plane Intersection
3.6 Summary
3.7 Exercises
Part II Direct3D Foundations
Chapter 4 Direct3D Initialization
4.1 Direct3D Overview
4.1.1 Devices
4.1.2 COM
4.2 Some Preliminaries
4.2.1 Surfaces
4.2.2 The Swap Chain and Page Flipping
4.2.3 Pixel Formats
4.2.4 Display Adapters
4.2.5 Depth Buffers
4.2.6 Multisampling
4.2.7 Memory Pools
4.2.8 Vertex Processing and Pure Devices
4.2.9 Device Capabilities
4.3 Initializing Direct3D
4.3.1 Acquiring an IDirect3D9 Interface
4.3.2 Verifying HAL Support
4.3.3 Checking for Hardware Vertex Processing
4.3.4 D3DPRESENT_PARAMETERS
4.3.5 Creating the IDirect3DDevice9 Interface
4.4 Lost Devices
4.5 The Demo Application Framework
4.5.1 D3DApp
4.5.2 Non-Framework Methods
4.5.3 Framework Methods
4.5.4 The Message Handler: msgProc
4.5.5 Switching to Full Screen Mode and Back
4.6 Demo Application: Hello Direct3D
4.7 Debugging Direct3D Application Tips
4.8 Summary…

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