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The Complete Effect and Hlsl Guide [Paperback]

St-Laurent Sebastien , Sebastien St-Laurent , Engel Wolfgang
3.0 out of 5 stars  See all reviews (1 customer review)
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Book Description

July 1 2005
The topic of The Complete Effect and HLSL Guide is shader development and management, and therefore it is written for any developers who have some interest in being efficient at using and integrating shaders within their applications. This book is written to serve as both a teaching and reference manual, making it a must-have to everybody from hobbyist programmers to professional developers. The approach taken throughout The Complete Effect and HLSL Guide makes it the perfect book for anyone who wants to integrate shaders into their application and take advantage of the power of the DirectX effect framework and the HLSL shading language.

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Welcome to The Complete Effect and HLSL Guide. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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3.0 out of 5 stars Good book, but something is missing Nov. 13 2007
Format:Paperback
There is a lot of explanation about the code used, and a detailed appendix. Some important part of code are not explained. How some data are entered to use variables, how can we play with "in, out, inout, etc". It's an important thing, but it's not there. In some part of code, there is new variables name, but no explanation about where it comes, where it was created, what type of variables declaration is it. I understand it's an advanced book, but one line to tell what is it and where it come from it's not so complicated.

Good guide with missing some explanations.
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Amazon.com: 3.0 out of 5 stars  7 reviews
9 of 9 people found the following review helpful
3.0 out of 5 stars A worthy reference book for developers already working with shaders March 10 2006
By Jon Steed - Published on Amazon.com
Format:Paperback
This makes a good companion reference to the DirectX SDK. The HLSL Intrinsic Function Reference included as an appendix is especially good, citing the supported shader versions and performance considerations for each entry.

If you're just getting started with Direct3D or shaders, then this is probably not the right book for you (instead, check out "Shaders for Game Programmers and Artists" by the same author). Although this book does cover some bare-bones and basic shaders, it's probably better to use this book if you are looking for reference information not found in the SDK.

Also note that this book is based on the Summer 2004 DirectX SDK. The best parts of the book are still absolutely current, but it would be wise to keep a copy of the latest SDK docs handy just in case.
4 of 4 people found the following review helpful
5.0 out of 5 stars Good guide Aug. 25 2005
By Cody - Published on Amazon.com
Format:Paperback|Verified Purchase
This book starts out by giving you a good history behind the shader language.

Pro:

- really good for references

- it lists every single variables/functions for the shader along with the description

- excellent information/reference on Intrinsic Functions

- it has a good list of vertex shader 3.0 assembly instructions

Con:

- need more samples? :)

Overall, I found this book is good to start learning HLSL. Besure that you've grabbed a concept of direct3d before reading this book. I also find out that after reading this book it's so much easy to read wolf's books.
6 of 7 people found the following review helpful
1.0 out of 5 stars Horrible book Sept. 22 2007
By H. Lee - Published on Amazon.com
Format:Paperback
If you intend to use this book to learn HLSL or Cg, I strongly advise against it. It could be a reasonable reference book, but definitely not a book for learning.

First of all, the writing is terrible. Grammar errors everywhere make tons of descriptions hard to comprehend.

Second, incorrect examples everywhere. I suggest the author should at least cut and paste his codes from working programs. Give some examples:

- All the bold fonted ID3DXEffect** effect intefaces in Chapter 11 were mis-spelled. It should contain one single I in all these D3DEffect**, not Double I. (The author had it wrong for all of them, i.e. IID3DXEffect** throughout the entire chapter.)

- page 46, Function name is called "lighing" while the caller site called "light(.." This program will not work.

- page 54, COLOR0 was defined as a float2, while the Color returned by function Light_PointSpecular is returned as a float4.

- page 58, function Light-PointDiffuse, the hyphen was written as a underscore in the caller site. In the same example, Light1_Color was used as an argument (so does the example in page 60), however, it was not defined anywhere in the code other than used as an passing argument.

to name a few ...
1 of 1 people found the following review helpful
1.0 out of 5 stars Not Useful June 2 2010
By Carolina Road - Published on Amazon.com
Format:Paperback|Verified Purchase
If you want to learn about shaders then look elsewhere because you're not going to learn how to write your own shaders with this thing. This book seems to be more of a quick reference. It also seems to be slanted heavily towards vertex shaders with little information about pixel shaders.
3.0 out of 5 stars the content is old but useful Oct. 25 2013
By Baesky - Published on Amazon.com
Format:Paperback|Verified Purchase
Although the content is about the SM2, if you are a beginner of dx or HLSL, you should read this!
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