This practical reference covers all of the advanced rendering techniques important for graphics programmers in the game and film industries, and will help them implement these techniques efficiently with DirectX 10. Using a "cookbook" approach, this guide teaches beginning to intermediate graphics and game programmers how to program shaders in the High-Level Shading Language (HLSL), the primary real-time shading language used in recent game development.
The second edition of this popular book has been greatly expanded and updated with new material centered around using DirectX 10. The release of DirectX 10 brings the biggest changes in graphics hardware, runtime, and API design in more than 15 years.
The second edition of this popular book has been greatly expanded and updated with new material centered around using DirectX 10. The release of DirectX 10 brings the biggest changes in graphics hardware, runtime, and API design in more than 15 years.
Title Programming Vertex, Geometry, and Pixel Shaders
Author(s) Wolfgang Engel, Jack Hoxley, Ralf Kornmann, Niko Suni, Jason Zink
Publisher: Charles River Media; 2 edition (May 13, 2008); eBook (September 28, 2011)
Paperback 448 pages
Language: English
ISBN-10: 1584505133
ISBN-13: 978-1584505136
eBook: http://content.gpwiki.org/index.php/D3DBook:Table_Of_Contents
Author(s) Wolfgang Engel, Jack Hoxley, Ralf Kornmann, Niko Suni, Jason Zink
Publisher: Charles River Media; 2 edition (May 13, 2008); eBook (September 28, 2011)
Paperback 448 pages
Language: English
ISBN-10: 1584505133
ISBN-13: 978-1584505136
eBook: http://content.gpwiki.org/index.php/D3DBook:Table_Of_Contents
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