Graphics Programming in C++

74,00 €
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Graphics Programming in C++

  • Brand: Unbranded

Graphics Programming in C++

  • Brand: Unbranded
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1. Message-Based Programming. - 1. 1 Windows 98 Programming. - 1. 2 Window Components. - 1. 3 Message Queues. - 1. 4 Window Callback Functions. - 1. 5 The WinMain () Function. - 1. 6 Windows 98 Messages. - 1. 7 Some Important Messages. - 1. 8 Summary. - 2. Window Management. - 2. 1 Window Classes. - 2. 2 Creating a Window. - 2. 3 WinMain () Revisited. - 2. 4 Message Handlers. - 2. 5 The Hello Program. - 2. 6 Windows 98 Program Framework. - 2. 7 Summary. - 3. Object Orientation. - 3. 1 Object Oriented Programming. - 3. 2 The Manager Object. - 3. 3 Windows and Objects. - 3. 4 Message Boxes. - 3. 5 Popup Menus. - 3. 6 The VIEW Class. - 3. 7 Summary. - 4. Pens and Brushes. - 4. 1 Graphics Device Interface. - 4. 2 GDI Objects. - 4. 3 Windows 98 Coordinate Systems. - 4. 4 GDI Drawing Functions. - 4. 5 Tracking the Mouse. - 4. 6 Summary. - 5. Bitmaps. - 5. 1 Pixels and Colours. - 5. 2 Windows 98 Resources. - 5. 3 Displaying a Bitmap Resource. - 5. 4 The DIB Class. - 5. 5 Storing Images in Files. - 5. 6 Summary. - 6. Palettes. - 6. 1 Logical and System Palettes. - 6. 2 Palette Messages. - 6. 3 Creating a Palette. - 6. 4 The PALETTE Class. - 6. 5 Updating the DIB Class. - 6. 6 Summary. - 7. Sprite Animation. - 7. 1 The SPRITE Class. - 7. 2 Animation. - 7. 3 Flicker. - 7. 4 Transparency. - 7. 5 Threads. - 7. 6 Summary. - 8. Wire-Frame Graphics. - 8. 1 Polygon Worlds. - 8. 2 The WORLD and SCENE Objects. - 8. 3 Line Drawing. - 8. 4 Line Clipping. - 8. 5 Summary. - 9. Polygon-Fill Techniques. - 9. 1 The GDI Approach. - 9. 2 Polygon Outlines. - 9. 3 Filling with a Solid Colour. - 9. 4 Drawing 3D Images. - 9. 5 Virtual World Chunks. - 9. 6 Summary. - 10. Assembly Language Programming. - 10. 1 Computer Basics. - 10. 2 Updating the Message Loop. - 10. 3 The 80x86 Registers. - 10. 4 Data Transfer. - 10. 5 Arithmetic and Logical Operations. - 10. 6 Flow Control. - 10. 7 Faster Polygon-Fill Routines. - 10. 8 Program Stack. - 10. 9 Summary. - 11. Mathematics of 3D Geometry. - 11. 1 Vectors and Matrices. - 11. 2 The VECTOR Class. - 11. 3 Scalar Product. - 11. 4 Vector Product. - 11. 5 Triple Product. - 11. 6 Lines and Planes. - 11. 7 Summary. - 12. Projection of the Viewing Volume. - 12. 1 Perspective Projections. - 12. 2 The Viewing Volume. - 12. 3 Taking a Snapshot. - 12. 4 Projecting and Clipping. - 12. 5 A Vanishing Cube. - 12. 6 Summary. - 13. Hidden Pixel Removal. - 13. 1 Constructing a Scene Image. - 13. 2 The Painter's Algorithm. - 13. 3 Separating Planes. - 13. 4 Binary Space Partitioning. - 13. 5 Drawing in Reverse. - 13. 6 Z-Buffers. - 13. 7 Summary. - 14. Colour Shading and Textures. - 14. 1 Lights and Surfaces. - 14. 2 Shading Options. - 14. 3 Texture Mapping. - 14. 4 Implementation Optimizations. - 14. 5 Depth Perception. - 14. 6 Summary. - 15. In Motion. - 15. 1 The Graphics Pipeline. - 15. 2 Animating the Virtual World. - 15. 3 Translations. - 15. 4 Rotations. - 15. 5 Transforming Coordinates. - 15. 6 Summary. - Postscript. Language: English
  • Brand: Unbranded
  • Category: Computing & Internet
  • Artist: Mark Walmsley
  • Format: Paperback
  • Language: English
  • Publication Date: 2011/09/27
  • Publisher / Label: Springer
  • Number of Pages: 250
  • Fruugo ID: 337889757-741549048
  • ISBN: 9781447112310

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