Game Development Reference
In-Depth Information
Chapter 7, “Blending”—In this chapter, we look at a technique
called blending . This technique allows us to implement a number of
special effects—in particular, glass-like transparency.
Chapter 8, “Stenciling”—This chapter describes the stencil buffer,
which, like a stencil, allows us to block pixels from being drawn. To
illustrate the ideas of this chapter, we include thorough discussions on
implementing reflections and planar shadows using the stencil buffer.
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