Download Ebook The Complete Effect and Hlsl Guide, by St-Laurent Sebastien, Sebastien St-Laurent
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The Complete Effect and Hlsl Guide, by St-Laurent Sebastien, Sebastien St-Laurent
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The topic of The Complete Effect and HLSL Guide is shader development and management, and therefore it is written for any developers who have some interest in being efficient at using and integrating shaders within their applications. This book is written to serve as both a teaching and reference manual, making it a must-have to everybody from hobbyist programmers to professional developers. The approach taken throughout The Complete Effect and HLSL Guide makes it the perfect book for anyone who wants to integrate shaders into their application and take advantage of the power of the DirectX effect framework and the HLSL shading language.
- Sales Rank: #2935335 in Books
- Brand: Brand: Paradoxal Press
- Published on: 2005-07-01
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .68" w x 7.52" l, 1.25 pounds
- Binding: Paperback
- 324 pages
- ISBN13: 9780976613213
- Condition: New
- Notes: BRAND NEW FROM PUBLISHER! 100% Satisfaction Guarantee. Tracking provided on most orders. Buy with Confidence! Millions of books sold!
Review
Just recently acquired a copy of ... and I must say, it delivers *exactly* what the title implies. -- Tom Miller (http://blogs.msdn.com/tmiller/archive/2006/02/06/526118.aspx)
About the Author
Sebastien St-Laurent holds a degree in Computer Engineering from Sherbrooke University in QuA(c)bec (Canada) where he graduated at top of his class in 1999. Since then, he has been working for Z-Axis, LTD (an Activision Studio) and has worked on many video game titles including: Space Invaders (PC), Dave Mira Freestyle BMX (Playstation and PC), Dave Mira Freestyle BMX2 (Xbox), Aggressive Inline (Xbox) and BMX XXX (Xbox). Sebastien is currently the Xbox lead engineer for the company with tasks ranging from 3D engine development to shader and special effect creation. His recent work has been aimed at R&D work for an upcoming title targeted at next-generation consoles (Xbox 2 and Playstation 3) focusing his research extensively on shader development for a technical demonstration.
Most helpful customer reviews
4 of 4 people found the following review helpful.
Good guide
By Cody
This book starts out by giving you a good history behind the shader language.
Pro:
- really good for references
- it lists every single variables/functions for the shader along with the description
- excellent information/reference on Intrinsic Functions
- it has a good list of vertex shader 3.0 assembly instructions
Con:
- need more samples? :)
Overall, I found this book is good to start learning HLSL. Besure that you've grabbed a concept of direct3d before reading this book. I also find out that after reading this book it's so much easy to read wolf's books.
0 of 0 people found the following review helpful.
the content is old but useful
By Baesky
Although the content is about the SM2, if you are a beginner of dx or HLSL, you should read this!
6 of 7 people found the following review helpful.
Horrible book
By H. Lee
If you intend to use this book to learn HLSL or Cg, I strongly advise against it. It could be a reasonable reference book, but definitely not a book for learning.
First of all, the writing is terrible. Grammar errors everywhere make tons of descriptions hard to comprehend.
Second, incorrect examples everywhere. I suggest the author should at least cut and paste his codes from working programs. Give some examples:
- All the bold fonted ID3DXEffect** effect intefaces in Chapter 11 were mis-spelled. It should contain one single I in all these D3DEffect**, not Double I. (The author had it wrong for all of them, i.e. IID3DXEffect** throughout the entire chapter.)
- page 46, Function name is called "lighing" while the caller site called "light(.." This program will not work.
- page 54, COLOR0 was defined as a float2, while the Color returned by function Light_PointSpecular is returned as a float4.
- page 58, function Light-PointDiffuse, the hyphen was written as a underscore in the caller site. In the same example, Light1_Color was used as an argument (so does the example in page 60), however, it was not defined anywhere in the code other than used as an passing argument.
to name a few ...
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