Real-Time Rendering Tricks and Techniques in DirectX

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I picked this book up about a year ago as it seemed to start from the beginning and cover much ground. Little did I know at the time that this would be the best book I'd find on the topic a year later. The coverage on shadow volumes and shadow maps is impressive. The discussion of things such as the depth buffer and stencil buffers is good. Plus having access to the various vertex and pixel shaders code made it easy to learn from just reviewing the code.

Outside of the SDK, this is the only D3D book that I continue to reference, even as I move to DirectX 9.

Author(s): Kelly Dempski
Series: The Premier Press game development series
Edition: 1
Publisher: Premier Press
Year: 2002

Language: English
Pages: 865
City: [Cincinnati, Ohio]