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FPSC Classic Product Chat / Want to write shaders? I have been told this is a good book.

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Flatlander
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Posted: 22nd Mar 2012 22:17
Microsoft® DirectX® 9 Programmable Graphics Pipeline (Pro-Developer)


Learn how to use programmable shaders in the DirectX 9 graphics pipeline—and deliver awesome 3-D graphics to your animations, games, and other multimedia applications. This book distills hundreds of hours of hands-on guidance from the developers on the Microsoft DirectX team—as well as insights from leading-edge video card manufacturers—into step-by-step instruction and best practices for exploiting the programmable pipeline. You’ll see how to program shaders in assembly-language as well as the new high-level shader language (HLSL)—and you get complete code walk throughs for all the sample programs and the DirectX 9 SDK on CD.

Discover how to:

Program vertex shaders to create transformations, apply vertex fog, or deform geometry
Generate 2-D image effects?such as output color inversion—with pixel shaders
Use HLSL to add a semi-transparent glow effect by combining a vertex shader and frame buffer blending
Produce a metallic paint effect by combining a vertex shader, a pixel shader, and a texture shader with multilayer texture blending
Incorporate reflective surfaces into your 3-D scenes by applying an environment-map effect
Experiment with the EffectEdit SDK sample to load and edit effect files and preview results on the fly
Package multiple object-rendering techniques into a single effect for simpler pipeline state management

CD inside

Get code for all the sample programs plus SDKAbout Programmable Shaders. With programmable shaders, you get unprecedented control over rendering options in DirectX 9. You can use vertex shaders to deform geometry, apply procedural textures with pixel and texture shaders, and use effects to encapsulate shader and pipeline state—making code reuse a snap.

CD features: Sample programs that demonstrate:

Vertex shader transformations, lighting, fog, vertex displacement, and vertex blending
Pixel shader texturing, 2-D image processing, and lighting
Texture shader generation of procedural textures
Encapsulating assembly-language and HLSL shaders into an effect
Interactive development of an effect using EffectEdit
DirectX 9 SDK
Fully searchable eBook

A Note Regarding the CD or DVD

The print version of this book ships with a CD or DVD. For those customers purchasing one of the digital formats in which this book is available, we are pleased to offer the CD/DVD content as a free download via O'Reilly Media's Digital Distribution services. To download this content, please visit O'Reilly's web site, search for the title of this book to find its catalog page, and click on the link below the cover image (Examples, Companion Content, or Practice Files). Note that while we provide as much of the media content as we are able via free download, we are sometimes limited by licensing restrictions. Please direct any questions or concerns to [email protected].

MrValentine
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Posted: 22nd Mar 2012 22:30
No ISBN, the title is inconclusive, is
Quote: "Microsoft® DirectX® 9 Programmable Graphics Pipeline (Pro-Developer)"

the title?

perhaps a book shot of the cover too...and publication dates ^^ and revisions and current editions too...

just saying...

Hiya buddy

bruce3371
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Location: Englishland
Posted: 22nd Mar 2012 23:00
A quick search revealed the ISBN numbers on Amazon;

'ISBN-10: 0735616531
ISBN-13: 978-0735616530'

Flatlander
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Posted: 22nd Mar 2012 23:06 Edited at: 22nd Mar 2012 23:09
Thanks Bruce. Use this URL to see a sample of inside the book:

http://www.amazon.com/Microsoft%C2%AE-DirectX%C2%AE-Programmable-Graphics-Pro-Developer/dp/0735616531#reader_0735616531

Unfortunately this forum cannot translate the URL to provide a link. Just copy and paste.

MrValentine
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Posted: 23rd Mar 2012 00:34 Edited at: 23rd Mar 2012 00:39
EDIT

I rarily ever delete whole posts... but I made a right mess of trying to link that URL lol...

bond1
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Posted: 23rd Mar 2012 02:06 Edited at: 23rd Mar 2012 02:10
If I may, I'd say that book would NOT be a good resource for learning to write shaders. You may end up more confused than ever - the book focuses on outdated shader models from before Shader Model 2.0, some of which I don't even think are supported anymore. This book is pre-directx9c, it looks like it's from 2003 or so. It focuses on writing shaders in assembly language rather than exclusively HLSL.

This is a MUCH better resource: http://www.amazon.com/Cg-Tutorial-Definitive-Programmable-Real-Time/dp/0321194969. It's availabe online for free now at Nvidias website.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Flatlander
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Posted: 23rd Mar 2012 02:42
OK, thanks Bond1. I knew you would have an updated book. A person in the "Game Developer Group" I belong to was asking about a good book and someone suggested the book I related here. I will have to relay the message you have provided to them.

Flatlander
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Posted: 23rd Mar 2012 21:33 Edited at: 23rd Mar 2012 21:33
@Bond1, Ishkaran Singh from The Game Developer Group thanks you for the information. The person who recommended the other book said it was probably outdated but this was the book he used when learning to write shaders. He did admit that he writes most all of his shaders in Assmembly language. I'm not sure how he learned about the newer shaders unless he doesn't use them for some reason. I should think he's missing out if he doesn't.

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