Part I — Mathematical Prerequisites
1.1.1 Vectors and Coordinate Systems
1.1.2 Left-Handed Versus Right-Handed Coordinate Systems
2.2.2 Vector-Matrix Multiplication
3.2 D3DX Transformation Functions
3.3 Composition of Transformations
3.4 Change of Coordinate Transformations
3.4.4 Associativity and Change of Coordinate Matrices
3.4.5 Inverses and Change of Coordinate Matrices
Part II — Direct3D Foundations
Chapter 4 Direct3D Initialization
4.1.3 Textures and Data Resource Formats
4.1.4 The Swap Chain and Page Flipping
4.2.2 Create the Device and Swap Chain
4.2.3 Create the Render Target View
4.2.4 Create the Depth/Stencil Buffer and View
4.2.5 Bind the Views to the Output Merger Stage
4.3.3 Time Elapsed between Frames
4.5 The Demo Application Framework
4.6 Debugging Direct3D Applications
Chapter 5 The Rendering Pipeline
5.4 Overview of the Rendering Pipeline
5.5.3.6 Primitives with Adjacency
5.5.4 Indices and Index Buffers
5.6.1 Local Space and World Space
5.6.3 Projection and Homogeneous Clip Space
5.6.3.3 Normalized Device Coordinates (NDC)
5.6.3.4 Writing the Projection Equations with a Matrix
5.6.3.5 Normalized Depth Value
5.6.3.6 D3DXMatrixPerspectiveFovLH
5.9.3 Vertex Attribute Interpolation
5.13.3 Interfacing with Effects from the C++ Application
6.1 Light and Material Interaction
6.2.1 Computing Normal Vectors
6.2.2 Transforming Normal Vectors
6.11.2 Implementing Parallel Lights
6.11.3 Implementing Point Lights
6.11.4 Implementing Spotlights
7.1 Texture and Resource Recap
7.3 Creating and Enabling a Texture
7.7.1 Specifying Texture Coordinates
7.10.1 Grid Texture Coordinate Generation
7.11 Compressed Texture Formats
8.5.5 Blending and the Depth Buffer
9.1 Depth/Stencil Formats and Clearing
9.3 The Depth/Stencil State Block
9.3.3 Creating and Binding a Depth/Stencil State
9.3.4 Depth/Stencil States in Effect Files
9.4.2 Defining the Depth/Stencil States
Chapter 10 The Geometry Shader
10.1 Programming Geometry Shaders
10.3.2 Sampling a Texture Array
11.2.1 Loading and Using Cube Maps in Direct3D
11.5.2 Global Effects and Input Layouts
12.5 Transforming between Tangent Space and Object Space
13.1.1 Constructor/Destructor/Accessors
13.1.3 DrawableTex2D::buildDepthMap
13.1.4 DrawableTex2D::buildColorMap
13.3 Projective Texture Coordinates
13.3.2 Points Outside the Frustum
13.3.3 Orthographic Projections
13.4.2 Building the Shadow Map
13.4.3 Restore Rendering to the Back Buffer
13.4.6 Filtering and the Shadow Map Test
13.4.7 Rendering the Shadow Map
14.3 Subsets and the Attribute Buffer
15.1 Screen to Projection Window Transform
15.2 World/Local Space Picking Ray
15.4.1 Computing an Axis-Aligned Bounding Box
15.4.2 Rotations and Axis-Aligned Bounding Boxes
15.4.3 Computing a Bounding Sphere
15.4.4 Scaling and Bounding Spheres
Chapter 17 Particle Systems and Stream Output
17.4 Blending and Particle Systems
17.5.1 Creating a Geometry Shader for Stream Output
17.5.3 Creating a Vertex Buffer for Stream Output
17.5.4 Binding to the SO Stage
17.5.5 Unbinding from the Stream Output Stage
17.5.7 Ping-Ponging Vertex Buffers
17.6 GPU-Based Particle System
17.6.2 The Particle System Class
17.6.4 The Initialization Vertex Buffer
Appendices
Appendix A Introduction to Windows Programming
A.1.2 Events, the Message Queue, Messages, and the Message Loop
A.3 Explaining the Basic Windows Application
A.3.1 Includes, Global Variables, and Prototypes
A.3.3 WNDCLASS and Registration
A.3.4 Creating and Displaying the Window
Appendix B High-Level Shading Language Reference
Appendix C Some Analytic Geometry
C.4.2 Point/Plane Spatial Relation
C.4.6 Finding the Nearest Point on a Plane to a Given Point
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