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The PC Graphics Handbook serves advanced C++ programmers dealing with the specifics of PC graphics hardware and software.
2D and 3D graphics programming for Windows and DOS
Mathematics for computer graphics
Graphics algorithms and procedural operations
PC video systems architecture, including its history and development
High-end graphics systems and coprocessors
Animation techniques for simulations and video games
VGA, SuperVGA, and VESA
Graphics and animation primitives
The authors cover the spectrum of PC graphics programming, including theoretical and practical topics - creating a singularly comprehensive resource for programmers.
Table of Contents
Part I - Graphics Fundamentals
PC GRAPHICS OVERVIEW History and Evolution Short History of PC Video PS/2 Video Systems SuperVGA Graphics Coprocessors and Accelerators Graphics Applications State-of-the-Art in PC Graphics 3D Application Programming Interfaces
POLYGONAL MODELING Vector and Raster Data Coordinate Systems Modeling with Polygons
IMAGE TRANSFORMATIONS Matrix-based Representations Matrix Arithmetic 3D Transformations
PROGRAMMING MATRIX TRANSFORMATIONS Numeric Data in Matrix Form Array Processing
PROJECTIONS AND RENDERING Perspective The Rendering Pipeline
LIGHTING AND SHADING Lighting Shading Other Rendering Algorithms
Part II - Dos Graphics
VGA FUNDAMENTALS The VGA Standard VGA Components VGA Registers The Digital-to-Analog Converter (DAC)
VGA DEVICE DRIVERS Levels of VGA Programming Developing the VGA Device Drivers Color Manipulations
VGA CORE PRIMITIVES Classification of VGA Primitives VGA Primitives for Set-up, Control, and Query VGA Text Display Primitives Bit-Block and Fill Primitives Primitive Routines in the VGA1 and VGA2 Modules
VGA GEOMETRICAL PRIMITIVES Geometrical Graphics Objects Plotting a Straight Line Plotting Conic Curves Geometrical Operations Region Fills Primitive Routines in the VGA3 Module
XGA AND 8514/A ADAPTER INTERFACE 8514/A and XGA 221 Adapter Interface Software 225 Communicating with the AI 233 AI Concepts 243 Details of AI Programming 247
XGA HARDWARE PROGRAMMING XGA Hardware Programming XGA Features and Architecture Initializing the XGA System Processor Access to XGA Video Memory Programming the XGA Graphics Coprocessor The XGA Sprite Using the XGA Library
SUPERVGA PROGRAMMING Introducing the SuperVGA Chipsets The VESA SuperVGA Standard The VESA BIOS Programming the SuperVGA System Using the SuperVGA Library
DOS ANIMATION Graphics and Animation Interactive Animation Image Animation Imaging Techniques
BIT-MAPPED GRAPHICS Image File Encoding The Graphics Interchange Format (GIF) The Tag Image File Format (TIFF) The Hewlett-Packard Bitmapped Fonts
PART III - WINDOWS API GRAPHICS
GRAPHICS PROGRAMMING IN WINDOWS Windows at the API Level Elements of a Windows Program The Window Procedure The WinHello Program WinHello Program Listing
TEXT GRAPHICS Text in Windows Device and Display Contexts Mapping Modes Programming Text Operations Text Graphics
KEYBOARD AND MOUSE PROGRAMMING Keyboard Input The Caret Mouse Programming Mouse and Cursor Demonstration Program
CHILD WINDOWS AND CONTROLS Window Styles Menus Dialog Boxes Common Controls
PIXELS, LINES, AND CURVES Drawing in a Window Graphics Device Interface Graphic Objects and GDI Attributes Pixels, Lines, and Curves
DRAWING FIGURES, REGIONS, AND PATHS Closed Figures Drawing Closed Figures Operations on Rectangles Regions Clipping Operations Paths Filled Figures Demo Program
BIT-MAPPED GRAPHICS Raster and Vector Graphics Bitmap Constructs Bitmap Programming Fundamentals Bitmap Manipulations Bitmap Transformations Bitmap Demonstration Program
PART IV - DIRECTX GRAPHICS
INTRODUCING DIRECTX Why DirectX? DirectX 8.1 Components New Features in DirectX 8 Testing the Installation
DIRECTX AND COM Object Orientation and C++ Indirection COM in DirectX Programming Creating and Accessing the COM Object
INTRODUCING DIRECTDRAW Graphics and DirectDraw Basic Concepts for DirectDraw Graphics DirectDraw Architecture DirectDraw Programming Essentials
SETTING UP DIRECTDRAW Set-up Operations Creating the DirectDraw Object The DD Info Project
DIRECTDRAW EXCLUSIVE MODE WinMain() for DirectDraw DirectDraw Initialization The DD Exclusive Mode Template
ACCESS TO VIDEO MEMORY Direct Access Programming In-Line Assembly Language Multi-Language Programming Direct Access Primitives Raster Operations Direct Access Project
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CHOICE – Outstanding Academic Title – Award Winner
CHOICE – 2018 Outstanding Academic Title – Award Winner
Shingo Research and Professional Publication Award Winner
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