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Focus on 2D in direct3D [electronic resource] / Ernest Pazera.

By: Pazera, Ernest.
Material type: TextTextSeries: Premier Press game development series: Publisher: [Indianapolis, IN?] : Premier Press, c2002Description: 1 online resource (xvi, 271 p.).ISBN: 0585439877 (electronic bk.); 9780585439877 (electronic bk.); 1931841101; 9781931841108.Subject(s): Computer graphics | Three-dimensional display systems | Direct3D | COMPUTERS -- Image Processing | PHOTOGRAPHY -- Techniques -- Digital | TECHNOLOGY & ENGINEERING -- Imaging Systems | COMPUTERS -- Digital Media -- Graphics Applications | Electronic books | Electronic booksGenre/Form: Electronic books.Additional physical formats: Print version:: Focus on 2D in direct3D.DDC classification: 006.6/93 Online resources: EBSCOhost
Contents:
From DirectDraw 7.0 to Direct3D 8.0 -- Initirlizing Direct3D -- Initialization Steps -- Purpose of the IDirect308 Object -- Creating an IDirect308 Object -- Examining Capabilities -- Adapters -- Device Types -- Display Formats -- Getting the Current Display Mode -- Checking for Compatible Formats -- Checking Resource Formats -- Checking Support -- Crerting a Device -- Creating IDirect3D Device8 Objects -- Setting up Viewports -- Direct3D Colors, and Clearing a Viewport -- Presenting the Scene -- Resetting the Display -- Vertex Formats -- The Purpose of Direct3D -- Representing Vertex Data -- Position -- RHW -- Vertex Normal -- Diffuse Color -- Specular Color -- Texture Coordinates -- Telling the Device Which Format You're Using -- Transformed or Untransformed -- Vertex Buffers -- Creating a Vertex Buffer -- Loading the Buffer with Data -- Telling the Device Which Buffer to Use -- Destroying the Buffer -- Index Buffers -- Creating an Index Buffer -- Loading an Index -- Telling the Device Which Indices to Use -- Destroying Index Buffers -- Drawing Primitives -- Rendering States -- Beginning and Ending a Scene -- Primitive Types -- Drawing Primitives without a Vertex Buffer -- Indexed Primitives with User Pointers -- Drawing Primitives with Vertex Buffers -- Drawing Indexed Primitives with Index Buffers -- Surfaces -- Resource Types -- Back Buffers -- Image Surfaces -- Copying from Surface to Surface -- Loading Images -- Direct3D Cursors -- Creating additional Render Targets -- Textures -- Creating a Texture.
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Includes index.

From DirectDraw 7.0 to Direct3D 8.0 -- Initirlizing Direct3D -- Initialization Steps -- Purpose of the IDirect308 Object -- Creating an IDirect308 Object -- Examining Capabilities -- Adapters -- Device Types -- Display Formats -- Getting the Current Display Mode -- Checking for Compatible Formats -- Checking Resource Formats -- Checking Support -- Crerting a Device -- Creating IDirect3D Device8 Objects -- Setting up Viewports -- Direct3D Colors, and Clearing a Viewport -- Presenting the Scene -- Resetting the Display -- Vertex Formats -- The Purpose of Direct3D -- Representing Vertex Data -- Position -- RHW -- Vertex Normal -- Diffuse Color -- Specular Color -- Texture Coordinates -- Telling the Device Which Format You're Using -- Transformed or Untransformed -- Vertex Buffers -- Creating a Vertex Buffer -- Loading the Buffer with Data -- Telling the Device Which Buffer to Use -- Destroying the Buffer -- Index Buffers -- Creating an Index Buffer -- Loading an Index -- Telling the Device Which Indices to Use -- Destroying Index Buffers -- Drawing Primitives -- Rendering States -- Beginning and Ending a Scene -- Primitive Types -- Drawing Primitives without a Vertex Buffer -- Indexed Primitives with User Pointers -- Drawing Primitives with Vertex Buffers -- Drawing Indexed Primitives with Index Buffers -- Surfaces -- Resource Types -- Back Buffers -- Image Surfaces -- Copying from Surface to Surface -- Loading Images -- Direct3D Cursors -- Creating additional Render Targets -- Textures -- Creating a Texture.

Description based on print version record.

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Focus on 2D in direct3D by Pazera, Ernest. ©2002
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