'Microsoft .NET Kick Start' answers the essential questions ¿What is .NET?¿ and ¿What can .NET do for me?¿ from the developer¿s perspective. Expert author Hitesh Seth explains the.NET platform¿its core components, development tools, and programming model¿so you
Microsoft Direct3D Programming Kick Start
โ Scribed by Clayton Walnum
- Publisher
- Sams
- Year
- 2003
- Tongue
- English
- Leaves
- 454
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
DirectX 9, a brand-new version of Microsoft's multimedia libraries, features the latest 3D graphics technology in the form of Direct3D 9. Direct3D Programming will cover everything a C++ programmer needs to know in order to use Direct3D 9 to create interactive 3D worlds. The book begins with an overview of basic Windows and 3D programming techniques and works its way through the library, starting with getting Direct3D up-and-running all the way to more advanced topics such as textures, lighting, and fog. All concepts and programming techniques are demonstrated in example programs that the reader can build himself using detailed step-by-step instructions.
โฆ Table of Contents
Microsoftยฎ Direct3D Programming Kick Start......Page 2
Copyright ยฉ 2003 by Sams Publishing......Page 3
Contents at a Glance......Page 4
Table of Contents......Page 5
Foreword......Page 11
About the Author......Page 12
We Want to Hear from You!......Page 13
Who Should Read This Book......Page 14
On the Web Site......Page 15
What Is Direct3D?......Page 16
The Direct3D Library......Page 17
What Direct3D Can Do......Page 18
Direct3D Architecture on Windows......Page 20
Direct3D Example Applications......Page 21
In Brief......Page 24
Windows the Old-Fashioned Way......Page 26
The Minimum Windows Application......Page 27
Digging into the Program......Page 30
Building a Basic Windows Application......Page 38
In Brief......Page 44
Understanding Screen and Cartesian Coordinates......Page 46
Defining Vertex and Shape Data Types......Page 51
Transforming Shapes......Page 52
Using Matrix Math in Transformations......Page 62
Building a 2D Graphics Application......Page 71
Running the Graphics2D Application......Page 88
Understanding How the Graphics2D Program Works......Page 90
Exploring the Program Listings......Page 91
In Brief......Page 100
Understanding the 3D Coordinate System......Page 102
Defining a 3D Object......Page 103
Moving from Local Coordinates to Screen Coordinates......Page 106
Transforming 3D Objects......Page 110
Building a 3D Graphics Application......Page 116
Running the Graphics3D Application......Page 137
How the Graphics3D Program Works......Page 139
Presenting the Program Listings......Page 141
In Brief......Page 155
Creating a Direct3D Object......Page 156
Creating a Direct3D Device......Page 157
Releasing Direct3D Objects......Page 161
Your First Direct3D Program......Page 162
Understanding Display Modes......Page 169
Checking for Display-Mode Availability......Page 171
Windowed Versus Full-Screen Applications......Page 172
Drawing to the Display......Page 175
Programming a Windowed Application......Page 177
In Brief......Page 179
Exploring Direct3D Surfaces......Page 180
Transferring Image Data Between Surfaces......Page 185
Using Surfaces for Real......Page 187
Building the CopyRectsApp Application......Page 198
Exploring the CopyRectsApp Program......Page 205
Performing Computer Animation with Surfaces......Page 209
Building the AnimationApp Application......Page 214
In Brief......Page 222
Defining a Point......Page 224
Defining a Shape with Vertices......Page 226
Using Vertex Buffers......Page 227
Rendering Graphics Primitives......Page 231
In Brief......Page 255
Understanding Direct3D Transformations......Page 256
Building the MatrixTriangleApp......Page 262
Seeing Transformations in Action......Page 272
Building 3D Objects from Polygons......Page 276
Performing Multiple Transformations......Page 286
Understanding the Order of Transformations......Page 289
In Brief......Page 293
Understanding Types of Source Light......Page 296
Types of Reflective Light......Page 297
Defining a Direct3D Light......Page 298
Defining an Objectโs Material......Page 301
Defining Normals......Page 302
Building the LightApp Application......Page 303
Experimenting with Lights......Page 311
In Brief......Page 330
Creating a Texture Surface......Page 332
Understanding Texture Coordinates......Page 333
Using Texture Coordinates......Page 334
Rendering Textures......Page 337
Creating the TextureApp Application......Page 339
Implementing Transparency......Page 345
Creating the TransparencyApp Application......Page 348
In Brief......Page 352
Introducing Transparency with Alpha Blending......Page 354
Understanding Alpha Blending......Page 355
Creating the VertexAlphaApp Application......Page 357
Using Fog......Page 367
Creating the VertexFogApp Application......Page 369
In Brief......Page 379
Introducing Direct3DDemoApp......Page 380
Exploring the Program......Page 388
Exploring the Full Program......Page 409
In Brief......Page 438
Index......Page 440
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