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Introduction | ||
Ch. 1 | Bones and Sinew | 1 |
Ch. 2 | Parallel Processing with the VGA | 25 |
Ch. 3 | VGA Data Machinery | 35 |
Ch. 4 | VGA Write Mode 3 | 53 |
Ch. 5 | Yet Another VGA Write Mode | 67 |
Ch. 6 | Reading VGA Memory | 89 |
Ch. 7 | Saving Screens and Other VGA Mysteries | 103 |
Ch. 8 | Video Est Omnis Divisa | 123 |
Ch. 9 | Higher 256-Color Resolution on the VGA | 147 |
Ch. 10 | Be it Resolved: 360x480 | 165 |
Ch. 11 | Yogi Bear and Eurythmics Confront VGA Colors | 179 |
Ch. 12 | Paging Mr. VGA... | 191 |
Ch. 13 | Changing Colors without Writing Pixels | 205 |
Ch. 14 | Bresenham Is Fast, and Fast Is Good | 219 |
Ch. 15 | The Good, the Bad, and the Run-Sliced | 243 |
Ch. 16 | Dead Cats and Lightning Lines | 257 |
Ch. 17 | Circling Around the VGA | 267 |
Ch. 18 | Circling in for the Kill | 279 |
Ch. 19 | Circles that Squish | 297 |
Ch. 20 | Ellipses that Rip | 313 |
Ch. 21 | The Polygon Primeval | 331 |
Ch. 22 | Fast Convex Polygons | 345 |
Ch. 23 | Of Songs, Taxes, and the Simplicity of Complex Polygons | 359 |
Ch. 24 | Those Way-Down Polygon Nomenclature Blues | 375 |
Ch. 25 | The VGA versus the Jaggies | 389 |
Ch. 26 | Lines, Italian Style | 405 |
Ch. 27 | Wu'ed in Haste; Fried, Stewed at Leisure | 423 |
Ch. 28 | Bit-Plane Animation | 441 |
Ch. 29 | Split Screens Save the Page-Flipped Day | 461 |
Ch. 30 | Dog Hair and Dirty Rectangles | 481 |
Ch. 31 | Who Was that Masked Image? | 499 |
Ch. 32 | Mode X: 256-Color VGA Magic | 513 |
Ch. 33 | Mode X Marks the Latch | 531 |
Ch. 34 | Mode X 256-Color Animation | 547 |
Ch. 35 | Adding a Dimension | 563 |
Ch. 36 | Sneakers in Space | 581 |
Ch. 37 | Fast 3-D Animation: Meet X-Sharp | 595 |
Ch. 38 | Raw Speed and More | 611 |
Ch. 39 | 3-D Shading | 625 |
Ch. 40 | Color Modeling in 256-Color Mode | 647 |
Ch. 41 | Pooh and the Space Station | 659 |
Ch. 42 | 10,000 Freshly-Sheared Sheep on the Screen | 673 |
Ch. 43 | Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare | 685 |
Ch. 44 | The Idea of BSP Trees | 701 |
Ch. 45 | Compiling BSP Trees | 719 |
Ch. 46 | Frames of Reference | 733 |
Ch. 47 | One Story, Two Rules, and a BSP Renderer | 747 |
Ch. 48 | Quake's Visible-Surface Determination | 763 |
Ch. 49 | 3-D Clipping and Other Thoughts | 777 |
Ch. 50 | Quake's Hidden-Surface Removal | 793 |
Ch. 51 | Sorted Spans in Action | 805 |
Further Reading | 821 | |
Afterword | 823 | |
Index | 825 | |
What's on This CD? | 834 |
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Add Zen of Graphics Programming: Master the Art of Creating Fast PC Games and Graphics Applications, Explains the PC graphics hardware to a very deep level, and how it impacts code performance. Treats both 2-D and 3-D graphics and animation in great detail. Shows that graphics optimization is largely a right-brain process, not simplyone of counting cycle, Zen of Graphics Programming: Master the Art of Creating Fast PC Games and Graphics Applications to the inventory that you are selling on WonderClubX
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Add Zen of Graphics Programming: Master the Art of Creating Fast PC Games and Graphics Applications, Explains the PC graphics hardware to a very deep level, and how it impacts code performance. Treats both 2-D and 3-D graphics and animation in great detail. Shows that graphics optimization is largely a right-brain process, not simplyone of counting cycle, Zen of Graphics Programming: Master the Art of Creating Fast PC Games and Graphics Applications to your collection on WonderClub |