Download Introduction to 3D game programming with DirectX 9.0 by Frank Luna PDF

By Frank Luna

This ebook instructs the reader from the start by means of instructing the underlying arithmetic and 3D conception essential to make experience of the DirectX nine API.

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Example text

The idea is this: We set the entries of a 4 ´ 4 matrix X to describe a specific transformation. Then we place the coordinates of a point or the components of a vector into the columns of a 1 ´ 4 row vector v. The product vX results in a new transformed vector v'. For example, if X represented a 10-unit translation on the x-axis and v = [2, 6, –3, 1], the product vX = v' = [12, 6, –3, 1]. A few things need to be clarified. We use 4 ´ 4 matrices because that particular size can represent all the transformations that we need.

Note: Because we can describe a vector in standard position by specifying the coordinates of the vector’s head, as if we are describing a point, it is easy to confuse points and vectors. To emphasis the difference between the two, we restate the definition of a point and a vector. A point describes only a location in the coordinate system, whereas a vector describes a magnitude and a direction. 3 Part I Mathematical Prerequisites Part I Note: AM FL Y We usually denote a vector in lowercase bold but sometimes in uppercase bold as well.

1 Surfaces A surface is a matrix of pixels that Direct3D uses primarily to store 2D image data. 2 identifies some components of a surface. Note that while we visualize the surface data as a matrix, the pixel data is actually stored in a linear array. 2: A surface The width and height of a surface are measured in pixels. The pitch is measured in bytes. Furthermore, the pitch may be wider than the width, depending on the underlying hardware implementation, so you cannot assume that pitch = width · sizeof(pixelFormat).

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