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Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks (Wordware Game Developer's Library)
 
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Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks (Wordware Game Developer's Library) (Paperback)

by Wolfgang Engel (Author, Editor)
3.0 out of 5 stars See all reviews (1 customer review)

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Product details

  • Paperback: 500 pages
  • Publisher: Wordware Publishing Inc.,U.S.; Pap/Cdr edition (30 Jun 2002)
  • Language English
  • ISBN-10: 1556220413
  • ISBN-13: 978-1556220418
  • Product Dimensions: 23.6 x 19.3 x 3.8 cm
  • Average Customer Review: 3.0 out of 5 stars See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 754,084 in Books (See Bestsellers in Books)

    Popular in this category:

    #33 in  Books > Computing & Internet > Microsoft Windows > Programming > Direct3D & DirectX

Product Description

Product Description
Vertex and pixel shader programming allows graphics and game developers to create photorealistic graphics on the personal computer for the first time. And with DirectX, programmers have access to an assembly language interface to the transformation and lighting hardware (vertex shaders) and the pixel pipeline (pixel shaders). This book begins with an introduction to vertex and pixel shader programming and moves on to a wide array of specialised shader tricks contributed by 27 experts in game and graphics programming. These range from character animation and lighting to photorealistic faces and non-photorealistic rendering. Special effects shaders are also presented, including those for such effects as bubbles, rippling water, animated grass, and particle flows. Book and CD.

About the Author
Wolfgang F Engel, Editor

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14 of 15 people found the following review helpful:
3.0 out of 5 stars So-so, 26 Mar 2003
By A Customer
A so-so book on an important topic.

ShaderX tries to provide an introduction DirectX shader programming and a catalog of examples.

Unfortunately the introductory section is poor. The author clearly understands the topic, but organizes his information poorly - a good editor could have helped a *lot* - and at no time surpasses the quality of writing found in the DirectX Help files. Given the Help is free, and better organized, I'd use the Help.

Some of the example code is later sections is nice, but you can download equally good stuff for free from 3D card makers' sites. It's also somewhat irritating that much (most?) of the code discussed won't run on Gef3 and 4 cards, although rewriting it to do so would often have been trivial. Otoh, the book does do a good job of discussing card/shader version incompatibilities.

You could definitely learn shader programming from this book, but I can't see why you would want to, given that there are better resources available for free. If you are a fast reader with deep pockets, ShaderX might be useful as a supplementary text to the DirectX Help. Otoh, if you find the Help completely baffling, I doubt you'll find this book much better.

The new Fosner book on the same topic is said to be much better and comes from a publisher with an established reputation for computer graphics: I'm still waiting for my copy.

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