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Microsoft® DirectX® 9 Programmable Graphics Pipeline (Pro-Developer)
 
 

Microsoft® DirectX® 9 Programmable Graphics Pipeline (Pro-Developer) (Paperback)

by Kris Gray (Author) "This book focuses on the DirectX 9 programmable graphics pipeline, which implements vertex shaders, pixel shaders, and effects ..." (more)
2.7 out of 5 stars See all reviews (3 customer reviews)
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Product Description

Product Description
Learn how to use programmable shaders in the DirectX 9 graphics pipeline—and deliver awesome 3-D graphics to your animations, games, and other multimedia applications. This book distills hundreds of hours of hands-on guidance from the developers on the Microsoft DirectX team—as well as insights from leading-edge video card manufacturers—into step-by-step instruction and best practices for exploiting the programmable pipeline. You’ll see how to program shaders in assembly-language as well as the new high-level shader language (HLSL)—and you get complete code walkthroughs for all the sample programs and the DirectX 9 SDK on CD. Discover how to: •Program vertex shaders to create transformations, apply vertex fog, or deform geometry •Generate 2-D image effects?such as output color inversion—with pixel shaders •Use HLSL to add a semi-transparent glow effect by combining a vertex shader and frame buffer blending •Produce a metallic paint effect by combining a vertex shader, a pixel shader, and a texture shader with multilayer texture blending •Incorporate reflective surfaces into your 3-D scenes by applying an environment-map effect •Experiment with the EffectEdit SDK sample to load and edit effect files and preview results on the fly •Package multiple object-rendering techniques into a single effect for simpler pipeline state management CD inside Get code for all the sample programs plus SDK About Programmable Shaders With programmable shaders, you get unprecedented control over rendering options in DirectX 9. You can use vertex shaders to deform geometry, apply procedural textures with pixel and texture shaders, and use effects to encapsulate shader and pipeline state—making code reuse a snap. CD features: •Sample programs that demonstrate: •Vertex shader transformations, lighting, fog, vertex displacement, and vertex blending •Pixel shader texturing, 2-D image processing, and lighting •Texture shader generation of procedural textures •Encapsulating assembly-language and HLSL shaders into an effect •Interactive development of an effect using EffectEdit •DirectX 9 SDK •Fully searchable eBook 

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Average Customer Review
2.7 out of 5 stars (3 customer reviews)
 
 
 
 
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9 of 9 people found the following review helpful:
2.0 out of 5 stars Rather dissapointed, 4 Jul 2003
I had high hopes for this book, having some experience with directx but by no means being an expert. I was hoping to learn some new information about directx 9 graphics. I did learn some things, but not as much as I'd hoped.

This book can be described basically as a summary of whats in the directx SDK.
It covers
Vertex/pixel shaders, being a reference without very much extra detail.
High Level Shader Language (HLSL) - mostly reference material with a brief description of some of the SDK examples.
Then the effects framework, which is basically the HLSL chapters redone in effects language, and the differences aren't that much really.

Whilst there is some explanation, I found it all rather patchy. Sometimes equations were explained, often they were assumed you would know what was happening. I also had a feeling of deja vu reading certain sections, where it was clear bits had been copied from earlier in the book, and changed a little. It is by no means a tutorial to directx9.

I think I spotted a number of errors in the examples. Often the whole code for an effect is presented, then stepped through in some more detail, and the copied fragments are sometimes different to the original (additional or deleted lines), which sows the seeds of doubt about reliability somewhat.

I guess I was hoping for something more. How can I use the effects framework with real models, where more than a single effect might be required. When drawing meshes it always sets a material, why? How might I have several techniques to achieve the same result on different graphics cards (it tells you this can be done, but doesn't show how you might do it).

For me, although its targeted at directx8, the book "Real-time Rendering Tricks and Techniques in DirectX" by Dempski is light years ahead if you are trying to learn how to use VS/PS.

A better title for this book might have been "A reference guide to pixel shaders, vertex shaders, HLSL and effects framework" although admittedly not as catchy.

Who is it aimed at? I'm not sure - not me I guess:-)
I would guess experienced graphics programmers who don't know about, but want to learn about VS/PS/HLSL and effects.

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4 of 6 people found the following review helpful:
1.0 out of 5 stars Dont buy this book unless..., 6 Oct 2003
By A Customer
You are looking for a HLSL book as the Assembly shader sections are both poor, repetative, and in the case of the pixel shaders, is almost non-existant! The book is just a promo for Microsoft's HLSL, nothing more. The examples bar one are ripped from the SDK and offer nothing extra over the SDK. The first example on vertex shaders is worth reading for the beginner although the shader code in the book differs from the actual code. As mentioned above the author blantantly repeats himself time and time again. Not recommended.
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1 of 3 people found the following review helpful:
5.0 out of 5 stars Very easy to read and a good reference, 18 Jul 2003
When I first opened the book I thought it was just a re-print of the DX9 SDK docs with notes. However upon deeper reading I found it goes way beyond that and lives up to my expectations of what I thought the book should have been. I would have liked to have seen a bit more detail about the mechanics of effects files (i.e. what really goes on behind the scenes) but other than that I would highly recommend this book.
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