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Beginning DirectX 9.
Title:
Beginning DirectX 9.
Author:
Jones, Wendy.
Personal Author:
Physical Description:
1 online resource (352 pages)
Contents:
Contents -- Introduction -- PART I: GETTING DOWN THE BASICS -- Chapter 1 The What, Why, and How of DirectX -- What Is DirectX? -- Why Is DirectX Needed? -- How Is DirectX Put Together? -- Chapter Summary -- Chapter 2 Your First DirectX Program -- Creating the Project -- Adding the Windows Code -- Time for DirectX -- Updating the Code -- Adding the DirectX Libraries -- Taking the Game Full Screen -- Chapter Summary -- Chapter 3 Surfaces, Sprites, and Salmon -- You've Just Touched the Surface -- Sprites -- Timers: How to Animate on Time -- Chapter Summary -- PART II: IT'S A 3D WORLD AFTER ALL -- Chapter 4 3D Primer -- 3D Space -- Coordinate Systems -- Vertices Explained -- Vertex Buffers -- Primitive Types -- Chapter Summary -- Chapter 5 Matrices, Transforms, and Rotations -- Creating a 3D Model -- Index Buffers -- The Geometry Pipeline -- What Is a Matrix? -- Manipulating 3D Objects by Using Matrices -- Creating a Camera by Using Projections -- Chapter Summary -- Chapter 6 Vertex Colors, Texture Mapping, and 3D Lighting -- Changing the Color of an Object -- Shading -- Fill Mode -- Lighting Explained -- Lighting Types -- Light Properties -- Creating Lights in a Scene -- Materials Explained -- Texture Mapping -- Chapter Summary -- Chapter 7 Meshes -- Creating a 3D World -- What Is a Mesh? -- How Direct3D Defines a Mesh -- Creating a Mesh -- Predefined Meshes -- Saving a Mesh to an X File -- Loading a Mesh from an X File -- Chapter Summary -- Chapter 8 Point Sprites, Particles, and Pyrotechnics -- Particles -- Particle Systems -- Point Sprites: Making Particles Easy -- Chapter Summary -- PART III: ADDITIONAL NEEDS -- Chapter 9 Using DirectInput -- I Need Input -- Using DirectInput -- Force Feedback -- Chapter Summary -- Chapter 10 DirectSound -- Sound -- DirectSound -- Sound Files -- Chapter Summary -- Chapter 11 The Final Project.

Welcome to the Final Project -- Creating the Application Window -- Initializing DirectX -- Coding the Demo -- Adding Objects to the World -- Creating the Planet -- Adding a Spaceship -- Moving in the Universe -- Releasing Your Creation to the World -- The DirectX Runtime -- Chapter Summary -- PART IV: APPENDIXES -- Appendix A: Answers to End-of-Chapter Exercises -- Appendix B: Using the CD-ROM -- What's on the CD-ROM -- Installing the DirectX SDK -- Glossary -- A -- B -- C -- D -- E -- F -- G -- H -- I -- M -- N -- O -- P -- R -- S -- T -- U -- V -- W -- X -- Z -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- 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.
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