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shaderx2 introductions and tutorials with directx 9

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[...]... material and others featured much more advanced themes Because of the large amount of material, I decided to split the articles into introductory pieces that are much longer but explain a lot of groundwork and articles that assume a certain degree of knowledge This idea led to two books: ShaderX2: Introductions & Tutorials with DirectX 9 ShaderX2: Shader Programming Tips & Tricks with DirectX 9 The first... References x 183 185 187 188 194 195 197 197 199 201 205 2 09 2 09 210 212 220 220 221 225 231 233 238 241 243 244 245 2 49 250 256 260 262 267 267 2 69 270 271 275 275 275 276 Contents Shader Development Using RenderMonkey Natalya... Problems with Non-Convex Surfaces Conclusion Index 2 79 2 79 281 282 283 285 286 288 290 293 294 295 296 298 302 302 302... high-level language, such as easy code reuse, improved readability, and the presence of an optimizing compiler Many of the chapters in this book and in ShaderX2: Shader Programming Tips & Tricks with DirectX 9 (also from Wordware Publishing) utilize shaders that are written in HLSL As a result, it will be much easier for you to understand and work with those shaders after reading this introductory chapter In... In addition to this book’s article on HLSL programming and an article on advanced image processing for ShaderX2: Shader Programming Tips & Tricks with DirectX 9, Jason has written for the Game Programming Gems books, Game Developer magazine, Gamasutra.com, and academic publications on graphics and image processing He regularly presents at graphics and game development conferences around the world His... possible Michal Valient’s second contribution is the article “Shadow Mapping with Direct3D 9.With the release of DirectX 9 and its floating-point textures, using shadow maps for shadows leads to a xxi Introduction much better visual experience Michal shows how to implement shadow mapping in the most efficient and most flexible way and gives tips on how to debug an application The most comprehensive treatment... is the editor and co-author of Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, the author of Beginning Direct3D Game Programming, and a co-author of OS/2 in Team, for which he contributed the introductory chapters on OpenGL and DIVE Wolfgang has written several articles in German journals on game programming and many online tutorials that were published on www.gamedev.net and his own web... systems engineering in 199 8 His first computer was a VIC 20, though his fascination for 3D graphics began with the Atari ST At PowerVR he has been able to indulge this interest by developing a variety of demos, benchmarks, and debug/performance tools, and supporting developers in creating faster and better games When he’s not climbing, he works on projects such as ray-tracing and real-time 3D demos... flexible and powerful than the previous versions, offering vertex texturing capabilities, predication, static and dynamic flow control, vertex stream frequency, and much more Nicolas Thibieroz, Kristof Beets, and Aaron Burton from PowerVR have written an introduction to this shader model that explains every new feature and includes a source snippet Michal Valient’s article “Advanced Lighting and Shading with. .. D3DXAssembleShader() and gets back a binary representation of the shader, which would in turn be passed to Direct3D via CreatePixelShader() or CreateVertexShader() For more on the details of the legacy assembly shader models, please refer to the many resources available online and offline, including Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks and the DirectX SDK Figure 1: Use of D3DX for assembly and . x0 y0 w0 h0" alt="" ShaderX 2 : Introductions & Tutorials with DirectX 9 Edited by Wolfgang F. Engel ShaderX 2 : Introductions & Tutorials with DirectX 9 Edited by Wolfgang F. Engel Wordware. Cataloging-in-Publication Data ShaderX 2 : introductions and tutorials with DirectX 9 / edited by Wolfgang Engel. p. cm. Includes bibliographical references and index. ISBN 1-55622 -90 2-X (paperback, companion. 194 References 195 The Theory of Stencil Shadow Volumes 197 Hun Yen Kwoon Introduction 197 Shadow Volume Concept 199 Depth-pass (z-pass) 201 Depth-fail (z-fail) 205 Problems and Solutions 2 09 Finite

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