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Aftersleep Books
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ShaderX2 Introductions and Tutorials with DirectXThe 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 |
First, it gives a fair intro to HLSL and shader assembly language. That seems hard to come by. Microsoft's documentation, in web-entangled form, is hardly a tutorial. Vendor documentation mostly points to MS standards, but those are hard for us mere peons to acquire in any intelligible form. This isn't a langauge ref book, but will do until I see a real one.
Second, it gives a good bunch of tips'n'tricks, with lots of listings for illumination models, shadows, and fog. The careful reader will look into the references, the places where new knowledge makes its debut, and will be stronger for it. There's also a chapter that devotes itself to v1 vs. v2. vs v3 compatibility and more. Compatibility is the pits - if you've never dealt with it, your career is probably happy and probably very young.
I was looking for something a little different, though. I just wanted the HLSL and assembly references, with versions, with complete syntax and semantics. This gives enough info for me to guess my way through a lot of it, but really does leave me guessing. For example, p.47 talks about the "_bx2" modifier. It shows three different ways to coax the compiler into emitting that suffix. After about ten minutes of looking at source and asm code, I finally figured out what _bx2 meant - something the authors neglected to tell me.
Shader programming is still a [forgive the phrase] dark art. This book offers a few chants and incantations, but does not make it a science. Still, it's the most coherent reference I've seen, and I'm sticking with it.