5 of 5 people found the following review helpful
on 5 September 2011
Excellent book for learning and understand how Direct3D 11 works and how to use it.
I am a newbie on graphics and DirectX programming, and maybe for some users this book could be difficult to read without a small background of 3D-graphics and object oriented programming... But the content of this book clears a lot of dark corners of the Direct3D programming up, especially if you do not have a solid understanding how the API works.
The book could be divided into two parts, one form those want to know more about the base of the API (and also for those don't know nothing or quite nothing about Direct3D 11), and a second part about some intermediate and advanced topics and techniques that could be done with the last version of Direct3D.
The first parte explains very clearly the fundamentals of Direct3D, starting with a small overview of the API itself, then explaining every single notion in the right order to understand how Direct3D works and how use it, from the resources (buffers and textures), to the rendering pipeline (showing every single stage, including high-level pipeline functions). It also teaches very well the two new most important additions since Direct3D 10.x: the tessellation pipeline and the computation pipeline. It also has a chapter about HLSL (High Level Shader Language)
The second part is more about advanced topic, like multithreaded rendering, tessellation, deferred rendering and water simulation. These topics are approached to show the potential of Direct3D 11, so if you are searching traditional algorithm and basic render operation you should search elsewhere (the MSDN library could be a good point to start ' ).
The book doesn't provide the traditional CD with the sources and the reference of the example, but the authors have preferred to provide a full , complete and free rendering library (under MIT license) available on its project website ([...]
So if you are searching a book to learn and understood Direct3D 11 this book is for you. You will not found the traditional approach (or the approach of many books) where you have a lot of dummy example where you found "hey, this program draw a triangle and fill it with yellow... well, this line do this, this and this..., this is another thing, this other is just a pattern... oh yes here we have the 5 lines (of more than 350) that I will explain for this example"... With this book you will understand the Direct3D API in its rules better than all other book I have found around the web, and you will learn how use all this rules to do what you exactly have in mind.
1 of 5 people found the following review helpful
on 31 January 2012
- Accompany examples in CD (hieroglyph) should be much (!) well written using lates C++. U can use STL or Boost for many of the things in there!
- Pictures in majority are with no specific purpose and I feel kinda used to "fill the pages". Example: Textures pictures are so many and so no informative!
- Need MUCH more practical examples in there if you want your audience not only to buy the book but also learn from it.
- Many things in there just plain repeat, I feel like dejavu reading many of the things.
That book can be in half, even third of pages, with bigger quality.
Otherwise print, paper quality and look are superb.