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by Frank Luna
Introduction to 3D Game Programming with DirectX 10
Cover
Title Page
Copyright
Dedication
Contents
Acknowledgments
Introduction
Part I — Mathematical Prerequisites
Chapter 1 Vector Algebra
Chapter 2 Matrix Algebra
Chapter 3 Transformations
Part II — Direct3D Foundations
Chapter 4 Direct3D Initialization
Chapter 5 The Rendering Pipeline
Chapter 6 Lighting
Chapter 7 Texturing
Chapter 8 Blending
Chapter 9 Stenciling
Chapter 10 The Geometry Shader
Part III — Direct3D Topics
Chapter 11 Cube Mapping
Chapter 12 Normal Mapping
Chapter 13 Shadow Mapping
Chapter 14 Meshes
Chapter 15 Picking
Chapter 16 Terrain Rendering
Chapter 17 Particle Systems and Stream Output
Appendices
Appendix A Introduction to Windows Programming
Appendix B High-Level Shading Language Reference
Appendix C Some Analytic Geometry
Bibliography and Further Reading
Index
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Introduction to 3D Game Programming with DirectX® 10
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Copyright
Introduction to 3D
Game Programming with
DirectX
®
10
Frank D. Luna
Wordware Publishing, Inc.
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