Download DirectX 3D Graphics Programming Bible by Julio Sanchez PDF

By Julio Sanchez

Microsoft DirectX 7 can provide the APIs you must create state-of-the-art home windows 3D video games and simulations utilizing C or C++. With beneficial tutorials, lots of illustrations, and at the very least math, this distinct advisor indicates you ways to grasp those APIs and take your photographs programming to the following point, no matter if you are an animation newbie or a veteran online game developer.

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Extra resources for DirectX 3D Graphics Programming Bible

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The storage media is typically a memory or a permanent digital recording, and the display media is a pixel-mapped video surface. In either case there are certain concepts, terminology, and logical structures that find frequent use in image mapping, storage, and retrieval. Video buffer The video buffer is the portion of system memory reserved for video display use. It is a systemspecific concept: the location and structure of the video buffer depends on the architecture of the specific graphics hardware and on the operating system.

In Figure 2-21 the partial view of the planet Saturn is a portion of a much larger image stored in the image buffer, represented in Figure 2-19. In this case the display file need contain only a reference that allows identifying the rectangular tile of the image buffer that is to be used in this particular screen. In addition, the image file contains information describing the transformations, if any, to be performed on the data. Text elements can be stored in the image file or elsewhere, according to their purpose, complexity, d i F l if h f i li i d h h f h and extension.

For example, an image may be enlarged by means of a mathematical transformation of its coordinate points, called a scaling transformation. Or the graphics object can be viewed from a different angle by means of a rotation transformation. Another transformation, called translation, allows changing the position of a specific object. Geometrical transformations are the subject of Chapter 3. Before these manipulations can take place, the program designers must devise the logical structure that encodes image data in a form that is convenient for the mathematical operations to be performed.

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