The best part of the book is the article by Dean Calver on vertex compression. Most of the other material are good practial tricks on shaders plus tutorials. Dean's article not only gives a clever way to compress and decompress vertex position - by concating the model view matrix with his decompress
Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks
โ Scribed by Wolfgang F. Engel
- Publisher
- Wordware Publishing, Inc.
- Year
- 2002
- Tongue
- English
- Leaves
- 524
- Series
- ShaderX 1
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
Vertex and pixel shader programming allows graphics and game developers to create photorealistic graphics on the personal computer for the first time. And with DirectX, programmers have access to an assembly language interface to the transformation and lighting hardware (vertex shaders) and the pixel pipeline (pixel shaders). Direct3D ShaderX begins with an introduction to vertex and pixel shader programming and moves on to a wide array of specialized shader tricks contributed by 27 experts in game and graphics programming. These range from character animation and lighting to photorealistic faces and non-photorealistic rendering. Special effects shaders are also presented, including those for such effects as bubbles, rippling water, animated grass, and particle flows.
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