DirectX 9 Graphics The Definitive Guide to Direct3D

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Item specifics

Condition
Brand New: A new, unread, unused book in perfect condition with no missing or damaged pages. See the ...
Topic
Graphics
ISBN
9781556222290
Subject Area
Computers
Publication Name
Directx 9 Graphics : the Definitive Guide to Direct3d
Publisher
Jones & Bartlett Learning, LLC
Item Length
9 in
Subject
Programming / Games, Computer Graphics, Security / Networking
Publication Year
2005
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.8 in
Author
Alan Thorn
Item Weight
27.1 Oz
Item Width
6 in
Number of Pages
349 Pages
Category

About this product

Product Identifiers

Publisher
Jones & Bartlett Learning, LLC
ISBN-10
1556222297
ISBN-13
9781556222290
eBay Product ID (ePID)
45942315

Product Key Features

Number of Pages
349 Pages
Publication Name
Directx 9 Graphics : the Definitive Guide to Direct3d
Language
English
Subject
Programming / Games, Computer Graphics, Security / Networking
Publication Year
2005
Type
Textbook
Author
Alan Thorn
Subject Area
Computers
Format
Trade Paperback

Dimensions

Item Height
0.8 in
Item Weight
27.1 Oz
Item Length
9 in
Item Width
6 in

Additional Product Features

Intended Audience
Trade
LCCN
2005-003234
Illustrated
Yes
Dewey Decimal
006.693
Table Of Content
AcknowledgmentsIntroductionChapter 1: Getting Started with DirectXWhat Is DirectX?A More Precise Definition of DirectXObtaining DirectXInstalling DirectXConfiguring DirectXExploring DirectXDirectX UtilitiesConclusionChapter 2: Starting DirectX - Your First ProgramGetting StartedStep 1: Create a WindowStep 2: Create a Direct3D ObjectStep 3: Create a Direct3D DeviceCreating a DeviceMore on Direct3D DevicesStep 4: Configure the Message LoopThe Game LoopStep 5: Render and Display a SceneDirect3D Surfaces - IDirect3DSurface9Preparing to Present a SceneBeginning and Ending a SceneStep 6: Shut Down Direct3DMore on SurfacesCreating SurfacesLoading Images onto SurfacesCopying SurfacesPresenting Images with the Back BufferLost DevicesConclusionChapter 3: 3D MathematicsCoordinate SystemsOne-Dimensional (1D) Coordinate SystemsTwo-Dimensional (2D) Coordinate SystemsMore on 2D Coordinate SystemsThree-Dimensional (3D) Coordinate SystemsGeometric TransformationsTranslationRotationScalingVectorsLength of the Diagonal (Magnitude)Vector AdditionVector SubtractionVector MultiplicationVector NormalizationVector Dot ProductVector Cross ProductMatricesMatrix ComponentsMatrix AdditionMatrix SubtractionMatrix Multiplication (Scalar)Matrix by Matrix MultiplicationIdentity MatrixInverse MatrixMatrices for Geometric TransformationsMatrix TranslationMatrix RotationMatrix ScalingCombining TransformationsPlanesCreating Planes from Three PointsCreating Planes from Point and NormalClassifying Points in 3D Using PlanesPlane and Line IntersectionConclusionChapter 4: Direct3D for 3D GraphicsGetting StartedCreate and Define a Vertex FormatUsing VerticesCreate a Vertex BufferFill the Vertex BufferRendering the TriangleView, Projection, and Transform MatricesTransformation MatrixView MatrixProjection matrixSetting the Stream SourceSetting the FVFDrawing a PrimitiveAnimating the TriangleDrawing Other PrimitivesIndexed PrimitivesSetting Up Index BuffersDrawing Indexed PrimitivesConclusionChapter 5: Materials, Lights, and TexturesLightingTurning the Lights On and OffMore on LightsSetting the Ambient LightingGetting Started with Direct LightsDirect3D Shading ModesMaterialsDirect Lighting TypesTexturesCreating TexturesCreating Blank TexturesCreating Textures from Image FilesTexture MappingSetting the Active TextureTexture FilteringTexture Addressing ModesTexture Alpha Blending2D TexturingID3DXSprite - Drawing Textures in 2DConclusionChapter 6: X Files - Loading and Saving DataIntroduction to X FilesStructural OverviewHeaderTemplatesData ObjectsParent and Child ObjectsData Objects and ReferencesStandard TemplatesCustom TemplatesReading X Files Using DirectXPreparingRegistering TemplatesOpening a FileEnumerating Top ObjectsEnumerating Child ObjectsProcessing Child ObjectsEnumeration OverviewGetting Object DataObject NamesObject TypesObject DataSaving Data to X Files - Save ObjectPreparingSaving DataBuilding the TreeCommitting the DataConclusionChapter 7: MeshesWhat Are Meshes?How to Make MeshesHow to Export MeshesTesting Your MeshMeshes in Direct3DLoading Meshes from X FilesLoading Meshes from X File Data ObjectsMesh Materials and TexturesRendering MeshesCleaning Up MeshesMore on MeshesMeshes and Vertex BuffersMeshes and FVFsBounding Boxes and SpheresRays Intersecting MeshesVertex InterpolationConclusionChapter 8: Cameras - First-Person and MoreThe ProblemOverviewLooking AroundPitchRollYawCombining RotationsMoving the CameraMaking the CameraInitializing the Camera ClassMoving the CameraRotating the CameraBuilding the View MatrixTest DriveViewing FrustumConstructing the FrustumTesting for a PointTesting for a CubeTesting for a SphereTesting for a MeshChapter 9: Timing and AnimationTimeKeyframe AnimationHierarchical AnimationLinked ListsAdding Items to the ListClearing a Linked ListObject Hie
Synopsis
The most comprehensive DirectX Graphics reference currently available. Unlike other titles, this unique book takes the reader from beginner to advanced level, demystifying DirectX by staring with the basics of setting up a DirectX application and finishing with the exciting intricacies of real-time 3D animation., DirectX 9 Graphics: The Definitive Guide to Direct3D provides a detailed and comprehensive guide to getting started with DirectX, with a specific focus on Direct3D, a technology designed to create interactive multimedia products. This book demystifies DirectX, starting with the basics of setting up a DirectX application and finishing with the intricacies of real-time 3D animation.
LC Classification Number
T385.T49576 2005

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