Game Development Reference
In-Depth Information
Part II
Direct3D
Fundamentals
In this part, we study fundamental Direct3D concepts and techniques
that are used throughout the rest of this topic. With these fundamentals
mastered, we can move on to writing more interesting applications. A
brief description of the chapters in this part follows.
Chapter 1, “Direct3D Initialization”—In this chapter, we learn what
Direct3D is about and how to initialize it in preparation for 3D drawing.
Chapter 2, “The Rendering Pipeline”—The first theme of this
chapter is to learn, mathematically, how to describe a 3D world and rep-
resent a virtual camera that describes the perspective from which the
world is viewed. The second theme is to learn the steps necessary to
take a 2D “picture” of the 3D world based on what the camera “sees”;
these steps as a whole are referred to as the rendering pipeline .
Chapter 3, “Drawing in Direct3D”—This chapter shows how to
draw 3D geometry in Direct3D. We learn how to store geometric data
in a form that is usable by Direct3D, and we learn the Direct3D draw-
ing commands. In addition, we learn how to configure the way that
Direct3D draws geometry using render states.
Chapter 4, “Color”—In this chapter, we learn how color is repre-
sented in Direct3D and how to apply color to solid 3D geometric
primitives. Finally, we describe two ways that colors specified per ver-
tex can be shaded across a primitive.
Chapter 5, “Lighting”—In this chapter, we learn how to create light
sources and define the interaction between light and surfaces. Lighting
adds to the scene's realism and helps depict the solid form and volume
of objects.
Chapter 6, “Texturing”—This chapter describes texture mapping.
Texture mapping is a technique used to increase the realism of the
scene by mapping 2D image data onto a 3D primitive. For example,
using texture mapping, we can model a brick wall by applying a 2D
brick wall image onto a 3D rectangle.
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