Header
Table of Contents
Title Page
Preface
About the Sample Programs
Portability Issues
Contacting the Authors
Acknowledgments
Chapter 1: The PC as a Graphics Machine
Chapter 2: Graphics Representation and Modeling
Chapter 3: 3D Image Transformations
Chapter 4: 3D Rendering
Chapter 5: Computer Animation
Chapter 6: Windows API Programming
Chapter 7: DirectDraw Fundamentals
Chapter 8: DirectDraw Configuration and Setup
Chapter 9: Direct Access to Video Memory
Chapter 10: Blitting and Blit-time Transformations
Chapter 11: Rendering Bitmaps in DirectDraw
Chapter 12: Animation Techniques
Chapter 13: Animation Programming
Chapter 14: Introducing Direct3D
Chapter 15: Fundamentals of Retained Mode Programming
Chapter 16: System-Level Operations
Chapter 17: Device-Level Operations
Chapter 18: Viewport-Level Operations
Chapter 19: Local Frame Operations
Chapter 20: Frame Attributes and Scene-Level Controls
Chapter 21: Mesh-Level Operations
Chapter 22: Textures and Materials
Chapter 23: Decals and Maps
Chapter 24: Lights and Shadows
Chapter 25: 3D Animation
Appendix A: Windows and DirectX Structures
Appendix B: Ternary Raster Operation Codes
Appendix C: DirectX Templates
Template: Header
Template: Vector
Template: Coords2d
Template: Quaternion
Template: Matrix4 X 4
Template: ColorRGBA
Template: ColorRGB
Template: Indexed Color
Template: Boolean
Template: Boolean2d
Template: Material
Template: TextureFilename
Template: MeshFace
Template: MeshFaceWraps
Template: MeshTextureCoords
Template: MeshNormals
Template: MeshVertexColors
Template: MeshMaterialList
Template: Mesh
Template: FrameTransformMatrix
Template: Frame
Template: FloatKeys
Template: TimedFloatKeys
Template: AnimationKey
Template: AnimationOptions
Template: Animation
Template: AnimationSet
Bibliography
Color Plates