Cover image for Focus on 2D in Direct 3D.
Focus on 2D in Direct 3D.
Title:
Focus on 2D in Direct 3D.
Author:
Pazera, Ernest.
Personal Author:
Physical Description:
1 online resource (289 pages)
Contents:
CONTENTS -- LETTER FROM THE SERIES EDITOR -- INTRODUCTION -- Part One: From DirectDraw 7.0 to Direct3D 8.0 -- CHAPTER 1 INITIALIZING DIRECT3D -- Initialization Steps -- Purpose of the IDirect308 Object -- Creating an IDirect308 Object -- Examining Capabilities -- Display Formats -- Checking for Compatible Formats -- Summary -- CHAPTER 2 CREATING A DEVICE -- Creating IDirect3DDevice8 Objects -- Setting up Viewports -- Direct3D Colors, and Clearing a Viewport -- Presenting the Scene -- Resetting the Display -- Summary -- CHAPTER 3 VERTEX FORMATS -- The Purpose of Direct3D -- Representing Vertex Data -- Transformed or Untransformed -- Vertex Buffers -- Index Buffers -- Summary -- CHAPTER 4 DRAWING PRIMITIVES -- Rendering States -- Beginning and Ending a Scene -- Primitive Types -- Drawing Primitives without a Vertex Buffer -- Indexed Primitives with User Pointers -- Drawing Primitives with Vertex Buffers -- Drawing Indexed Primitives with Index Buffers -- Summary -- CHAPTER 5 SURFACES -- Resource Types -- Back Buffers -- Image Surfaces -- Copying from Surface to Surface -- Loading Images -- Direct3D Cursors -- Creating additional Render Targets -- Summary -- CHAPTER 6 TEXTURES -- Creating a Texture -- Loading Texture Data -- Texture Coordinates -- Applying Textures to Primitives -- Texture Address Modes -- Multi-Texturing -- Summary -- CHAPTER 7 ALPHA TESTING -- Alpha Testing -- Loading an Image as a Texture -- One Image, Many Textures -- Summary -- Part Two: Extending Direct3D -- CHAPTER 8 COORDINATE SPACES -- The Coordinate Spaces -- Geometry Pipeline -- Summary -- CHAPTER 9 VECTORS -- Vector: Defined -- D3DVector -- Vector Addition -- Vector Subtraction -- Scaling Vectors -- Absolute Value -- Direction -- Normalizing -- Rotation -- Dot Product -- Cross Product -- D3DX Vector Functions -- Summary -- CHAPTER 10 MATRICES -- What Is a Matrix?.

Adding Matrices -- Translation -- Rotation Matrix -- Summary -- CHAPTER 11 GEOMETRY PIPELINE -- The Pipeline -- Setting up a Transformation -- Multiplying Transformation Matrices -- Summary -- CHAPTER 12 Z BUFFERING -- What Is Z Buffering? -- Setting up for Z Buffering -- Making Use of Z Buffers -- Summary -- CHAPTER 13 LIGHTING -- Direct3D Lighting -- D3DMATERIAL8 -- D3DLIGHT8 -- Point Lights -- Directional Lights -- Spotlights -- Ambient Light -- Specular Light -- Emissive Light -- Summary -- CHAPTER 14 ALPHA BLENDING -- Alpha Blending Defined -- Setting up for Alpha Blending -- Using Alpha Blending -- Summary -- Part Three: Bringing It All Together -- CHAPTER 15 MODELS -- What Is a Model? -- The X Files -- Making a Simple X File Loader -- Summary -- CHAPTER 16 PARTICLE SYSTEMS -- What Are Particle Systems? -- Particle System Issues -- A Particle Type -- Storing a Particle System -- A Particle's Life Cycle -- Rendering the Particles -- A Particle System Example -- Summary -- CHAPTER 17 POINT IN A POLY -- Point in a Triangle -- Summary -- CHAPTER 18 WRAP UP -- Where's the Big Game? -- Where You've Been -- Where You're Going -- Summary -- INDEX -- A -- B -- C -- D -- E -- F -- G -- H -- I -- L -- M -- N -- O -- P -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Electronic Access:
Click to View
Holds: Copies: