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Book Categories |
Pt. I Mathematical Prerequisites
Ch. 1 Vector Algebra 3
Ch. 2 Matrix Algebra 23
Ch. 3 Transformations 37
Pt. II Direct3D Foundations
Ch. 4 Direct3D Initialization 57
Ch. 5 The Rendering Pipeline 99
Ch. 6 Lighting 177
Ch. 7 Texturing 211
Ch. 8 Blending 241
Ch. 9 Stenciling 263
Ch. 10 The Geometry Shader 281
Pt. III Direct3D Topics
Ch. 11 Cube Mapping 305
Ch. 12 Normal Mapping 321
Ch. 13 Shadow Mapping 335
Ch. 14 Meshes 361
Ch. 15 Picking 379
Ch. 16 Terrain Rendering 395
Ch. 17 Particle Systems and Stream Output 413
App. A Introduction to Windows Programming 445
App. B High-Level Shading Language Reference 465
App. C Some Analytic Geometry 479
Bibliography and Further Reading 491
Index 495
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Add Introduction to 3D Game Programming with DirectX 10: A Shader Approach, Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematica, Introduction to 3D Game Programming with DirectX 10: A Shader Approach to the inventory that you are selling on WonderClubX
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Add Introduction to 3D Game Programming with DirectX 10: A Shader Approach, Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematica, Introduction to 3D Game Programming with DirectX 10: A Shader Approach to your collection on WonderClub |