45 KiB
45 KiB
| title | author | date | isbn | publisher | category | chapter | pages |
|---|---|---|---|---|---|---|---|
| Michael Abrash's Graphics Programming Black Book, Special Edition | Michael Abrash | 1997-07-01 | 1576101746 | The Coriolis Group | Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development | 0 | 0 |
Michael Abrash's Graphics Programming Black Book Special Edition
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Part II 23. Chapter 23—Bones and Sinew - At the Very Heart of Standard PC Graphics - The VGA - An Introduction to VGA Programming - At the Core - Linear Planes and True VGA Modes - Smooth Panning - Color Plane Manipulation - Page Flipping - The Hazards of VGA Clones - Just the Beginning - The Macro Assembler
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Chapter 40—Of Songs, Taxes, and the Simplicity of Complex Polygons
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Chapter 58—Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare
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Chapter 64—Quake's Visible-Surface Determination
- The Challenge of Separating All Things Seen from All Things Unseen
- VSD: The Toughest 3-D Challenge of All
- The Structure of Quake Levels
- Culling and Visible Surface Determination
- Overdraw
- The Beam Tree
- 3-D Engine du Jour
- Breakthrough!
- Simplify, and Keep on Trying New Things
- Learn Now, Pay Forward
- References
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Chapter 70—Quake: A Post-Mortem and a Glimpse into the Future