This book presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0c. It teaches the fundamentals of Direct3D and shader programming, after which the reader
This book describes the Direct3D graphics pipeline, from presentation of scene data to pixels appearing on the screen. The book is organized sequentially following the data °ow through the pipeline from the application to the image displayed on the
This chapter include 8 section: Section 1 describes the motion and data structural representation of a 3D character. Section 2 focuses on the datasets needed to describe an animation sequence. Section 3 examines an animation technique that works wit
Delphi DirectX headers adaptation followed by Borland and JEDI standarts for all (up to 9.0 from April 2007 DirectX SDK update) versions of DirectDraw, Direct3D, DirectInput, DirectSound, DirectMusic, DirectShow, DirectXSetup, X3DAudio, XACT, XInput
DLLs needed for both Delphi and C++ Builder, to use D3DX 9.0 functionality from April 2007 DirectX SDK Update and/or DXErr (DirectX error reporting) in your projects or compile Microsoft demos: D3DX9_33.dll, DXErr9ab.dll. Note: D3DX9_33.dll is inclu