Summary:
With a detailed explanation of vertex and pixel shader programming, coverage of the new Microsoft HLSL (High Level Shader Language), and greater concentration of the fixed function pipeline, the second edition of this popular reference guide will take you farther than you ever imagined! Written by an industry expert, this book will put an end to your struggle to master the concepts. "Beginning Direct3D Game Programming, 2nd Edition" serves as a comprehensive guide for learning DirectX graphics programming. It allows you to start with the basics and ease your way into graphics and animation. As you work your way through the book, however, you'll get a chance to focus on some advanced shader effects to give your games that extra touch of realism.
Table of Contents:
Part I DirectX Graphics: Dont Hurt Me Chapter 1: History of Direct3D/DirectX Graphics Chapter 2: Overview on DirectX Graphics/HAL/COM Chapter 3: C++/COM Programming Rules for Direct3D Chapter 4: Geometry/Shading/Texture Mapping Basics Chapter 5: The Basics Chapter 6: First Steps to Animation Part II Knee-Deep in DirectX Graphics Programming Chapter 7: Texture Mapping Fundamentals Chapter 8: Using Multiple Textures Part III Hardcore DirectX Graphics Programming Chapter 9: Programming Vertex and Pixel Shaders with HLSL Chapter 10: More Advanced Shader Effects Chapter 11: Working with Files Chapter 12: Quake 3 Model Files Part IV Appendices Appendix A: Windows Game Programming Foundation Appendix B: C++ Primer Appendix C: The Common Files Framework Appendix D: Mathematic Primer Appendix E: Creating a Texture with
D3DXCreateTextureFromFileEx Appendix F: Game Programming Resource