IBM WebSphere Application Server 8.0 administration guide /
Annotation
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, UK :
Packt Pub.,
2011.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Authors; Acknowledgement; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Installing Irrlicht; Irrlicht license; System requirements; Time for action
- downloading Irrlicht; Contents of the Irrlicht package; bin folder; doc folder; examples folder; lib folder; include folder; media folder; source folder; tools folder; Text files; Irrlicht on Windows with Visual Studio; Time for action
- adding file references; Project-specific configuration; Compiling Irrlicht as a dynamic library using Visual Studio; For 64-bit Windows.
- Installing Microsoft's DirectX SDKTime for action
- compiling Irrlicht as a dynamic library; Time for action
- compiling the Irrlicht dynamic library; with modifications; Additional configurations; Building an example with Visual Studio; Time for action
- building an Irrlicht example; Using Irrlicht with CodeBlocks; Time for action
- creating an application using the; CodeBlocks wizard; CodeBlocks under Linux; Irrlicht on Linux; Time for action
- compiling the static library; Making Irrlicht available on the whole system; Time for action
- compiling ""Hello World"" on Ubuntu.
- Irrlicht on Mac OS X with XcodeTime for action
- compiling the static library on Mac OS X; Time for action
- compiling Hello World project with Xcode; Summary; Chapter 2: Creating a Basic Template Application; Creating a new empty project; Visual Studio; CodeBlocks; Linux and the command line; Xcode; Time for action
- creating the main entry point; Using Irrlicht namespaces; Irrlicht device; Time for action
- creating an Irrlicht device; The createDevice method; The game loop
- Time for action
- creating the game loop
- beginScene; endScene; Summary; Chapter 3: Loading Meshes.
- What is a mesh?Time for action
- loading a mesh; Differences between mesh formats; OBJ; MD2/MD3; COLLADA; X; Using textures; Time for action
- applying texture to a mesh; Time for action
- manipulating our mesh; Time for action
- animating our mesh; Summary; Chapter 4: Overlays and User Interface; What is an overlay?; Time for action
- drawing a 2D image; Using a sprite sheet; Time for action
- using a sprite sheet; Making sprite sheets; Time for action
- making sprite sheets; Drawing primitives; Time for action
- drawing primitives; Rectangles; Polygons; Lines; Graphical user interface.
- Displaying text on the screenTime for action
- displaying text on the screen; Using the Irrlicht font tool; Time for action
- using the Irrlicht font tool; Adding buttons to our GUI; Time for action
- adding buttons to your GUI; Summary; Chapter 5: Understanding Data Types; Using C++ templates; What are templates?; Using templates; Time for action
- Using templates; Type definitions; Class types; video::SColor; video::SColorf; core::rect; core::dimension2d; core::array; core::list; Vectors; Dot product; Cross product; Magnitude (length); Unit vector; Normalization; Direction vector.
- Time for action
- Moving a ball.