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Learn Vertex and Pixel Shader Programming With Directx 9

Learn Vertex and Pixel Shader Programming With Directx 9Chapter 3 Vertex Shaders - There is so much functionality with the vertex shader that explaining it all takes four chapters, and that is before even getting to quaternions. This chapter covers most of the general functionality as well as scripting methodology.The following chapters cover topics related to other vertex instructions, such as the logic of branching, which is a new feature set introduced with DirectX 9.
Chapter 4 Flow Control - This chapter is related to procedural shaders—the branching and thus controlling the flow of the shader process.It is discussed as two methodologies. The first method is what I like to refer to as branchless code. The second is branching code, with which those of you familiar with the C programming language and especially the Microsoft Macro Assembler and X86 assembly language programming would be most familiar.
Chapter 5 Matrix Math - A mixture of linear algebra (matrices) and 3D rendering technology are brought together in conjunction with vertex shader code in this chapter.
Chapter 6 Matrix Deux:A Wee Bito’ Trig - As mentioned in the last chapter, the information about matrices was divided into two chapters to help reduce their sizes.
Chapter 8 Vertex Play - In this chapter we play with some of those vertex instructions that were discussed earlier.
Chapter 9 Texture 101 - Normally, a texture is related to pixels, not vertices, but there are a few uses of textures by vertex shaders. One of them is bump mapping, as the elevation of the pixel is actually an adjustment of the vertex position, and so the topic of textures is discussed here and then again in relation to the pixel shader instructions.
Chapter 10 Pixel Shaders - In this chapter we will learn the instructions needed for manipulation of pixel shader information
Chapter 11 Textures - This chapter is the second half of the pixel shader instructions but is specifically related to textures and their handling.
Chapter 12 Rendering Up,Up ’n Away - Pixel Shading for Fun and Profit
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