DirectX 9 Programmable Graphics Pipeline
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Par : Kris Gray

Formats :

  • Réservation en ligne avec paiement en magasin :
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  • Nombre de pages453
  • PrésentationBroché
  • Poids0.995 kg
  • Dimensions19,0 cm × 23,0 cm × 3,0 cm
  • ISBN0-7356-1653-1
  • EAN9780735616530
  • Date de parution01/01/2003
  • ÉditeurMicrosoft Press

Résumé

Learn how to use programmable shaders in the DirectX 9 graphics pipeline-and deliver awesome 3-D graphics to your animations, games, and other multimedia applications. This book distills hundreds of hours of hands-on guidance from the developers on the Microsoft DirectX team-as well as insights from leading-edge video card manufacturers-into step-by-step instruction and best practices for exploiting the programmable pipeline.
You'll see how to program shaders in assembly language as well as the new high-level shader language (HLSL)-and you get complete code walkthoughs for ail the sample programs and the DirectX 9 SDK on CD. Discover how to: Program vertex shaders to create transformations, apply vertex fog, or deform geometry > Generate 2-D image effects-such as output color inversion-with pixel shaders; Use HLSL to add a semi-transparent glow effect by combining a vertex shader and frame buffer blending; Produce a metallic paint effect by combining a vertex shader, a pixel shader, and a texture shader with multilayer texture blending; Incorporate reflective surfaces into your 3-D scenes by applying an environment-map effect; Experiment with the EffectEdit SDK sample to load and edit effect files and preview results on the fly; Package multiple object-rendering techniques into a single effect for simpler pipeline state management.
Learn how to use programmable shaders in the DirectX 9 graphics pipeline-and deliver awesome 3-D graphics to your animations, games, and other multimedia applications. This book distills hundreds of hours of hands-on guidance from the developers on the Microsoft DirectX team-as well as insights from leading-edge video card manufacturers-into step-by-step instruction and best practices for exploiting the programmable pipeline.
You'll see how to program shaders in assembly language as well as the new high-level shader language (HLSL)-and you get complete code walkthoughs for ail the sample programs and the DirectX 9 SDK on CD. Discover how to: Program vertex shaders to create transformations, apply vertex fog, or deform geometry > Generate 2-D image effects-such as output color inversion-with pixel shaders; Use HLSL to add a semi-transparent glow effect by combining a vertex shader and frame buffer blending; Produce a metallic paint effect by combining a vertex shader, a pixel shader, and a texture shader with multilayer texture blending; Incorporate reflective surfaces into your 3-D scenes by applying an environment-map effect; Experiment with the EffectEdit SDK sample to load and edit effect files and preview results on the fly; Package multiple object-rendering techniques into a single effect for simpler pipeline state management.