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Aftersleep Books
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Direct3D ShaderX Vertex and Pixel Shader Tips andThe following report compares books using the SERCount Rating (base on the result count from the search engine). |
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Aftersleep Books - 2005-06-20 07:00:00 | © Copyright 2004 - www.aftersleep.com () | sitemap | top |
The problem with this particular book is that a bunch of ideas are presented, but very rarely are they worked through. For example there is an article on rendering ocean water. The shader is pulled apart (somewhat) in the short article, but that's it. There is no source code on the CD for this or many of the other chapters. The shader is written in an undocumented HLSL. And there is no excerpt showing how the constant registers / vertices are passed! So you end up with explanations like:
// c14 - { waveDirX0, waveDirX1, waveDirX2, waveDirX3 }
Which is 100% useless. There is no explanation of how the wave direction parameters are generated or updated. Certainly one can do further research to solve problems like this, but at that point the book has no use.
The use of a non-standard HLSL is perhaps the most aggravating part of the book. It's bad enough that we have to deal with CG, DX9 FX, VSH, PSH, and all that. But to introduce a fourth-party API, which isn't even very well covered - that's criminal.
I applaud the idea of collecting a bunch of shaders into a book for examples. But the authors should have made the minimal commitment of using the same API and documenting the data flow to the shaders.
A very disappointing purchase.