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DirectX 3D Graphics Programming Bible PDF

847 Pages·2000·52.409 MB·English
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Template: AnimationKey UUID <10DD46A8-775B-11cf-8F52-0040333594A3> Member Name Type Optional Array Size keyType DWORD nKeys DWORD keys array nKeys TimedFloatKeys Description Defines a set of animation keys. The keyType member uses the integers 0, 1, and 2 to specify whether the keys are rotation, scale, or position keys, respectively. Template: AnimationOptions UUID <E2BF56C0-840F-11cf-8F52-0040333594A3> Member Name Type openclosed DWORD positionquality DWORD Description Enables setting the Direct3D retained mode animation options. The openclosed member can be either 0 for a closed or 1 for an open animation. The positionqualitymember is used to set the position quality for any position keys specified and can either be 0 for spline positions or 1 for linear positions. By default, an animation is closed. Template: Animation UUID <3D82AB4F-62DA-11cf-AB39-0020AF71E433> Member Name Optional Data Objects None (see list) Description Contains animations referencing a previous frame. It should contain one reference to a frame and at least one set of AnimationKeys. It also can contain an AnimationOptions data object. Optional Data Objects The following optional data elements are used by Direct3D retained mode. AnimationKey An animation is meaningless without AnimationKeys. AnimationOptions If this element is not present, an animation is closed. Template: AnimationSet UUID <3D82AB50-62DA-11cf-AB39-0020AF71E433> Member Name Optional Data Objects none Animation Description Contains one or more Animation objects and is the equivalent to the Direct3D retained mode concept of animation sets. This means each animation within an animation set has the same time at any given point. Increasing the animation set's time will increase the time for all the animations it contains. Bibliography Bargen, Bradley and Peter Donnelly. Inside DirectX. Microsoft Press, 1998. Box, Don. Essential COM. Addison-Wesley, 1998. Bronson, Gary. A First Book of C++. West Publishing Company, 1995. Cluts, Nancy Winnick. Programming the Windows 95 User Interface. Microsoft Press, 1995. Coelho, Rohan, and Maher Hawash. DirectX, RDX, RSX, and MMX Technology. Addison-Wesley, 1998. Conger, James L. Windows API Bible: the Definite Programmer's Reference. Waite Group, 1992. Cooper, Alan. About Face: Essentials of User Interface Design. IDG Books, 1995. Egerton, P. A., and W. S. Hall. Computer Graphics: Mathematical First Steps. Prentice Hall, 1999. Ezzell, Ben, and Jim Blaney. Windows 98 Developer's Handbook. Sybex, 1998. Foley, James D., Andries van Damm, Steven K. Feiner, and John F. Hughes. Computer Graphics: Principles and Practice. Addison-Wesley, 1997. Glidden, Rob. Graphics Programming with Direct3D. Addison-Wesley, 1997. Giambruno, Mark. 3D Graphics & Animation. New Riders, 1997. Giesecke, Frederick E, et al. Engineering Graphics. Fourth Edition. Macmillan, 1987. Hearn, Donald, and M. Pauline Baker. Computer Graphics. Prentice-Hall, 1986. Hearn, Donald, and M. Pauline Baker. Computer Graphics: C Version. Second Edition. Prentice- Hall, 1997. Hoggar, S.G. Mathematics for Computer Graphics. Cambridge, 1992. Kawick, Mickey. Real-Time Strategy Game Programming using DirectX 6.0. Wordware, 1999. Kernigham, Brian W., and Dennis M. Ritchie. The C Programming Language. Prentice-Hall, 1978. Kold, Jason. Win32 Game Developer's Guide with DirectX 3. Waite GRoup Press, 1997. Kovach, Peter J. The Awesome Power of Direct3D/DirectX. Manning. 1998. Mandelbrot, Benoit B. The Fractal Geometry of Nature. W.T. Freeman and Co., 1982. Microsoft Corporation. Programmer's Guide to Microsoft Windows 95. Microsoft Press, 1995. Micosoft Corporation. The Windows Interface Guidelines for Software Design. Microsoft Press, 1995. Microsoft Corporation. DirectX 5 SDK documentation. 1998. Microsoft Corporation. DirectX 6 SDK documentation. 1999. Microsoft Corporation. DirectX 7 SDK documentation. 1999. Minasi, Mark. Secrets of Effective GUI Design. Sybex, 1994. Moller, Thomas, and Eric Haines. Real-Time Rendering. A. K. Peters Ltd., 1999. Morris, Charles W. Signs, Language and Behaviors. George Braziller, 1955. O'Rourke, Michael. Principles of Three-Dimensional Computer Animation. Norton, 1998. Petzold, Charles. Programming Windows. Fifth Edition. Microsoft Press, 1999. Ratner, Peter. 3-D Human Modeling and Animation. Wiley, 1998. Rector, Brent E. and Joseph M. Newcomer. Win32 Programming. Addison-Wesley, 1997. Redmond, Frank E. III. DCOM: Microsoft Distributed Component Object Model. IDG Books, 1997. Rimmer, Steve. Windows Bitmapped Graphics. McGraw-Hill, 1993. Ritcher, Jeffrey. Advanced Windows. Third Edition. Microsoft Press, 1997. Rogerson, Dale. Inside COM. Microsoft Press, 1997. Root, Michael, and James Boer. DirectX Complete. McGraw-Hill, 1999. Salmon, Rod, and Mel Slater. Computer Graphics: Systems and Concepts. Addison-Wesley, 1987. Sanchez, Julio, and Maria P. Canton. Space Image Processing. CRC Press, 1999. Sanchez, Julio, and Maria P. Canton. Windows Graphics Programming. M & T Books, 1999. Schildt, Herbert. C++ The Complete Reference. Second Edition. McGraw-Hill, 1995. Schildt, Herbert. Windows 98 Programming from the Ground Up. Osborne, 1998. Simon, Richard. Win32 Programming API Bible. Waite Group Press, 1996. Stein, Michael L, Eric Bowman, and Gregory Pierce. Direct3D Professional Reference. New Riders, 1997. Thompson, Nigel. 3D Graphics Programming for Windows 95. Microsoft Press, 1996. Timmins, Bret. DirectDraw Programmming. M & T Books, 1996. Trujillo, Stan. High Performance Windows Graphics Programming. Coriolis Group Books, 1998. Trujillo, Stan. Cutting-Edge Direct3D Programming. Coriolis Group Books, 1996. Walmsley, Mark. Graphics Programming in C++. Springer, 1998. Watt, Alan, and Mark Watt. Advanced Animation and Rendering Techniques: Theory and Practice. Addison-Wesley, 1992. Watt, Alan, and Fabio Policarpo. The Computer Image. Addison-Wesley, 1998. Walnum, Clayton. Windows 95 Game SDK Strategy Guide. Que, 1995. Young, Michael J. Introduction to Graphics Programming for Windows 95: Vector Graphics Using C++. AP Professional, 1996. Zaratian, Beck. Microsoft Visual C++ Owner's Manual. Version 5.0. Microsoft Press, 1997. Color Plates Color Plate 1: The illustration demonstrates bit-to-color mapping in a raster-scan system, which is discussed in Chapter 1. In this example, we have arbitrarily divided one memory byte into three separate bit fields, which encode the three-color values that determine each individual screen pixel. Color Plate 2: The screen snapshot shows specular reflection on the surface of the teapot. Notice that the reflected highlights are the color of the incident light, not that of the surface material (see Chapter 4 for more information). The teapot in this example is a model for nonperfect reflectors as described by Phong Bui-Toung. Color Plate 3: The screen snapshot in this example shows two renderings of a coffee cup. The one on the top is obtained through incremental shading, and the one on the bottom, through ray tracing, which is discussed in Chapter 4. Color Plate 4: Reflected object imaged in ray tracing Color Plate 5: Screen snapshot of the DD Access Demo project program Color Plate 6: The screen snapshot shows a coffee cup to which a red marble texture has been applied. The various methods used to apply textures are discussed in Chapter 14.

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