abrash-black-book/index.md
2013-12-31 11:08:22 +11:00

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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

  1. Introduction

  2. Foreword

  3. About the Author

  4. Part I

    1. Chapter 1—The Best Optimizer Is between Your Ears

    2. Chapter 2—A World Apart

    3. Chapter 3—Assume Nothing

    4. Chapter 4—In the Lair of the Cycle-Eaters

    5. Chapter 5—Crossing the Border

    6. Chapter 6—Looking Past Face Value

    7. Chapter 7—Local Optimization

    8. Chapter 8—Speeding Up C with Assembly Language

    9. Chapter 9—Hints My Readers Gave Me

    10. Chapter 10—Patient Coding, Faster Code

    11. Chapter 11—Pushing the 286 and 386

    12. Chapter 12—Pushing the 486

    13. Chapter 13—Aiming the 486

    14. Chapter 14—Boyer-Moore String Searching

    15. Chapter 15—Linked Lists and plain Unintended Challenges

    16. Chapter 16—There Ain't No Such Thing as the Fastest Code

    17. Chapter 17—The Game of Life

    18. Chapter 18—It's a plain Wonderful Life

    19. Chapter 19—Pentium: Not the Same Old Song

    20. Chapter 20—Pentium Rules

    21. Chapter 21—Unleashing the Pentium's V-Pipe

    22. Chapter 22—Zenning and the Flexible Mind

  5. 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

    1. Chapter 24—Parallel Processing with the VGA

    2. Chapter 25—VGA Data Machinery

    3. Chapter 26—VGA Write Mode 3

    4. Chapter 27—Yet Another VGA Write Mode

    5. Chapter 28—Reading VGA Memory

    6. Chapter 29—Saving Screens and Other VGA Mysteries

    7. Chapter 30—Video Est Omnis Divisa

    8. Chapter 31—Higher 256-Color Resolution on the VGA

    9. Chapter 32—Be It Resolved: 360x480

    10. Chapter 33—Yogi Bear and Eurythmics Confront VGA Colors

    11. Chapter 34—Changing Colors without Writing Pixels

    12. Chapter 35—Bresenham Is Fast, and Fast Is Good

    13. Chapter 36—The Good, the Bad, and the Run-Sliced

    14. Chapter 37—Dead Cats and Lightning Lines

    15. Chapter 38—The Polygon Primeval

    16. Chapter 39—Fast Convex Polygons

    17. Chapter 40—Of Songs, Taxes, and the Simplicity of Complex Polygons

    18. Chapter 41—Those Way-Down Polygon Nomenclature Blues

    19. Chapter 42—Wu'ed in Haste; Fried, Stewed at Leisure

    20. Chapter 43—Bit-Plane Animation

    21. Chapter 44—Split Screens Save the Page Flipped Day

    22. Chapter 45—Dog Hair and Dirty Rectangles

    23. Chapter 46—Who Was that Masked Image?

    24. Chapter 47—Mode X: 256-Color VGA Magic

    25. Chapter 48—Mode X Marks the Latch

    26. Chapter 49—Mode X 256-Color Animation

    27. Chapter 50—Adding a Dimension

    28. Chapter 51—Sneakers in Space

    29. Chapter 52—Fast 3-D Animation: Meet X-Sharp

    30. Chapter 53—Raw Speed and More

    31. Chapter 54—3-D Shading

    32. Chapter 55—Color Modeling in 256-Color Mode

    33. Chapter 56—Pooh and the Space Station

    34. Chapter 57—10,000 Freshly Sheared Sheep on the Screen

    35. Chapter 58—Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare

    36. Chapter 59—The Idea of BSP Trees

    37. Chapter 60—Compiling BSP Trees

    38. Chapter 61—Frames of Reference

    39. Chapter 62—One Story, Two Rules, and a BSP Renderer

    40. Chapter 63—Floating-Point for Real-Time 3-D

    41. Chapter 64—Quake's Visible-Surface Determination

    42. Chapter 65—3-D Clipping and Other Thoughts

    43. Chapter 66—Quake's Hidden-Surface Removal

    44. Chapter 67—Sorted Spans in Action

    45. Chapter 68—Quake's Lighting Model

    46. Chapter 69—Surface Caching and Quake's Triangle Models

    47. Chapter 70—Quake: A Post-Mortem and a Glimpse into the Future

  6. Appendix A

  7. Index