- Taschenbuch: 294 Seiten
- Verlag: Paradoxal Pr (1. Juli 2005)
- Sprache: Englisch
- ISBN-10: 0976613212
- ISBN-13: 978-0976613213
- Größe und/oder Gewicht: 19,1 x 1,7 x 23,5 cm
- Durchschnittliche Kundenbewertung: 1 Kundenrezension
- Amazon Bestseller-Rang: Nr. 705.309 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
The Complete Effect and Hlsl Guide (Englisch) Taschenbuch – 1. Juli 2005
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The topic of "The Complete Effect and HLSL Guide" is shader development and management, and therefore it is written for any developers who have some interest in being efficient at using and integrating shaders within their applications. This book is written to serve as both a teaching and reference manual, making it a must-have to everybody from hobbyist programmers to professional developers. The approach taken throughout "The Complete Effect and HLSL Guide" makes it the perfect book for anyone who wants to integrate shaders into their application and take advantage of the power of the DirectX effect framework and the HLSL shading language.
Über den Autor und weitere Mitwirkende
Sebastien St-Laurent holds a degree in Computer Engineering from Sherbrooke University in QuA(c)bec (Canada) where he graduated at top of his class in 1999. Since then, he has been working for Z-Axis, LTD (an Activision Studio) and has worked on many video game titles including: Space Invaders (PC), Dave Mira Freestyle BMX (Playstation and PC), Dave Mira Freestyle BMX2 (Xbox), Aggressive Inline (Xbox) and BMX XXX (Xbox). Sebastien is currently the Xbox lead engineer for the company with tasks ranging from 3D engine development to shader and special effect creation. His recent work has been aimed at R&D work for an upcoming title targeted at next-generation consoles (Xbox 2 and Playstation 3) focusing his research extensively on shader development for a technical demonstration.
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If you're just getting started with Direct3D or shaders, then this is probably not the right book for you (instead, check out "Shaders for Game Programmers and Artists" by the same author). Although this book does cover some bare-bones and basic shaders, it's probably better to use this book if you are looking for reference information not found in the SDK.
Also note that this book is based on the Summer 2004 DirectX SDK. The best parts of the book are still absolutely current, but it would be wise to keep a copy of the latest SDK docs handy just in case.
- really good for references
- it lists every single variables/functions for the shader along with the description
- excellent information/reference on Intrinsic Functions
- it has a good list of vertex shader 3.0 assembly instructions
- need more samples? :)
Overall, I found this book is good to start learning HLSL. Besure that you've grabbed a concept of direct3d before reading this book. I also find out that after reading this book it's so much easy to read wolf's books.
First of all, the writing is terrible. Grammar errors everywhere make tons of descriptions hard to comprehend.
Second, incorrect examples everywhere. I suggest the author should at least cut and paste his codes from working programs. Give some examples:
- All the bold fonted ID3DXEffect** effect intefaces in Chapter 11 were mis-spelled. It should contain one single I in all these D3DEffect**, not Double I. (The author had it wrong for all of them, i.e. IID3DXEffect** throughout the entire chapter.)
- page 46, Function name is called "lighing" while the caller site called "light(.." This program will not work.
- page 54, COLOR0 was defined as a float2, while the Color returned by function Light_PointSpecular is returned as a float4.
- page 58, function Light-PointDiffuse, the hyphen was written as a underscore in the caller site. In the same example, Light1_Color was used as an argument (so does the example in page 60), however, it was not defined anywhere in the code other than used as an passing argument.
to name a few ...