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Game Programming
Gurus
Advanced 3D Graphics and Rasterization
André LaMothe
201 West 103rd Street, Indianapolis, Indiana 46290
Tricks of the 3D
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Tricks of the 3D Game Programming Gurus:
Advanced 3D Graphics and Rasterization
Copyright © 2003 by Sams Publishing
All rights reserved. No part of this book shall be reproduced, stored in
a retrieval system, or transmitted by any means, electronic, mechani-
cal, photocopying, recording, or otherwise, without written permission
from the publisher. No patent liability is assumed with respect to the
use of the information contained herein. Although every precaution
has been taken in the preparation of this book, the publisher and
author assume no responsibility for errors or omissions. Nor is any
liability assumed for damages resulting from the use of the informa-
tion contained herein.
International Standard Book Number: 0-672-31835-0
Library of Congress Catalog Card Number: 99-067392
Printed in the United States of America
First Printing: June 2003
06 05 04 03 4 3 2 1
Sams Publishing offers excellent discounts on this book when ordered
in quantity for bulk purchases or special sales. For more information,
please contact
U.S. Corporate and Government Sales
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corpsales@pearsontechgroup.com
Associate Publisher
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Warning and Disclaimer
Every effort has been made to make this book as complete and as
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shall have neither liability nor responsibility to any person or entity
with respect to any loss or damages arising from the information
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panying it.
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Contents at a Glance
Foreword
.....................................................................................
xix
Introduction
...................................................................................
1
Part I Introduction to 3D Game Programming
1
Getting Started with 3D Game Programming
........................................
9
2
A Crash Course in Windows and DirectX
...........................................
69
3
3D Game Programming with a Virtual Computer
..............................
115
Part II 3D Math and Transformation
4
It’s a Math, Math, Math World—Trigonometry, Vectors, Matrices, and
Quaternions
................................................................................
241
5
Building a Math Engine
.................................................................
363
6
Introduction to 3D Graphics
..........................................................
493
7
Rendering Wireframe Worlds in 3D
.................................................
621
Part III Basic 3D Rendering
8
Basic Lighting and Solid Modeling
..................................................
743
9
Interpolative Shading Techniques and Affine Texture Mapping
............
869
10
Clipping in 3D++
........................................................................
1005
11
Depth Buffering and Visibility
......................................................
1087
Part IV Advanced 3D Rendering
12
Advanced Texturing Techniques
....................................................
1147
13
Spatial Partitioning and Visible Algorithms
.....................................
1307
14
Lighting, Shadows, and Secrets of the id
.........................................
1439
Part V Advanced Animation and Physics Modeling and Optimization
15
Character Animation, Motion, and Collision Detection
.....................
1493
16
Optimization Technologies
...........................................................
1549
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Part VI CD-ROM Appendixes
A
About The CD-ROM
B
Installing DirectX and Using Visual C/C++
C
Trigonometry and Vector Reference
D
C++ Primer
E
Game Programming Resources
F
ASCII Tables
Index
.........................................................................................
000
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