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DirectX 11.1 game programming /

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Eimandar, Pooya
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, [2013]
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Table of Contents; DirectX 11.1 Game Programming; DirectX 11.1 Game Programming; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Say Hello to DirectX 11.1; The need for DirectX 11.1; Why should we target Windows 8?; The prerequisites; Introduction to C++/CX; Lifetime management; What is a ref class?
  • InheritanceDelegates and events; Metro Style apps; Setting up your first project; Building your first Metro app; Working with game time; Initializing the device; Connecting to a swap chain; The render target and depth stencil views; Summary; 2. Getting Started with HLSL; An introduction to HLSL; New features of HLSL; Compiling and linking to shaders; Buffers in Direct3D; Constant buffers; Vertex buffers; Index buffers; Textures; Rendering primitives; Direct2D 1.1; Summary; 3. Rendering a 3D Scene; Displaying the performance data; A short introduction to FPS; Asynchronous loading.
  • Introduction to tasksAsynchronous resource loading; Getting started with the Model Editor; Loading a model from the .cmo format; Rendering a model; The input devices we'll need; Keyboard; Pointer; Xbox 360 controllers; Turn on the camera; Base camera; First person camera; Third person camera; Composing XAML and Direct3D; Summary; 4. Tessellation; Hardware tessellation; The most popular usage of hardware tessellation; Basic tessellation; The Hull Shader stage; The Domain Shader stage; Tessellating a quad; Displacement mapping using tessellation; The normal mapping technique.
  • The displacement mapping techniqueDirectX graphics diagnostics; Capturing the frame; The Graphics Experiment window; Investigating a missing object; Disabling graphics diagnostics; Summary; 5. Multithreading; C++ AMP; Compute Shader; C++ AMP versus Compute Shader; Post-processing; Implementing post-processing using C++ AMP; Implementing post-processing using Compute Shader; Summary; Index.