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Graphics Programming in C++

Writing Graphics Applications for Windows 98

Mark Walmsley

$130.95   $105.07

Paperback

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English
Springer London Ltd
27 September 2011
This is a book about computer graphics. It is aimed primarily at anyone wishing to develop graphics applications for Windows 98 and attempts to provide a quick and clear introduction to the subject without encumbering the reader in a mass of extraneous details. The application of object oriented techniques to graphics programming is a principal theme throughout the text and most of the software is written in C++ so a familiarity with C/C++ will be helpful - for a fuller introduction to the C++ language than is possible here consult the book 'Programming in C++' (ISBN 0 85934 435 5). Beyond this only a general background in computing and/or mathematics is assumed and whenever new ideas are encountered they are fully explained with the aid of line-drawings and 10 also introduces the illustrative coding examples. For those brave enough chapter topic of 80 x86 assembly language programming - without dedicated graphics hardware this is still the best way to produce really snappy animation code.

By:  
Imprint:   Springer London Ltd
Country of Publication:   United Kingdom
Edition:   Softcover reprint of the original 1st ed. 1998
Dimensions:   Height: 235mm,  Width: 155mm,  Spine: 14mm
Weight:   406g
ISBN:   9781447112310
ISBN 10:   1447112318
Pages:   250
Publication Date:  
Audience:   Professional and scholarly ,  Undergraduate
Format:   Paperback
Publisher's Status:   Active
1. Message-Based Programming.- 1.1 Windows 98 Programming.- 1.2 Window Components.- 1.3 Message Queues.- 1.4 Window Callback Functions.- 1.5 The WinMain () Function.- 1.6 Windows 98 Messages.- 1.7 Some Important Messages.- 1.8 Summary.- 2. Window Management.- 2.1 Window Classes.- 2.2 Creating a Window.- 2.3 WinMain () Revisited.- 2.4 Message Handlers.- 2.5 The Hello Program.- 2.6 Windows 98 Program Framework.- 2.7 Summary.- 3. Object Orientation.- 3.1 Object Oriented Programming.- 3.2 The Manager Object.- 3.3 Windows and Objects.- 3.4 Message Boxes.- 3.5 Popup Menus.- 3.6 The VIEW Class.- 3.7 Summary.- 4. Pens and Brushes.- 4.1 Graphics Device Interface.- 4.2 GDI Objects.- 4.3 Windows 98 Coordinate Systems.- 4.4 GDI Drawing Functions.- 4.5 Tracking the Mouse.- 4.6 Summary.- 5. Bitmaps.- 5.1 Pixels and Colours.- 5.2 Windows 98 Resources.- 5.3 Displaying a Bitmap Resource.- 5.4 The DIB Class.- 5.5 Storing Images in Files.- 5.6 Summary.- 6. Palettes.- 6.1 Logical and System Palettes.- 6.2 Palette Messages.- 6.3 Creating a Palette.- 6.4 The PALETTE Class.- 6.5 Updating the DIB Class.- 6.6 Summary.- 7. Sprite Animation.- 7.1 The SPRITE Class.- 7.2 Animation.- 7.3 Flicker.- 7.4 Transparency.- 7.5 Threads.- 7.6 Summary.- 8. Wire-Frame Graphics.- 8.1 Polygon Worlds.- 8.2 The WORLD and SCENE Objects.- 8.3 Line Drawing.- 8.4 Line Clipping.- 8.5 Summary.- 9. Polygon-Fill Techniques.- 9.1 The GDI Approach.- 9.2 Polygon Outlines.- 9.3 Filling with a Solid Colour.- 9.4 Drawing 3D Images.- 9.5 Virtual World Chunks.- 9.6 Summary.- 10. Assembly Language Programming.- 10.1 Computer Basics.- 10.2 Updating the Message Loop.- 10.3 The 80x86 Registers.- 10.4 Data Transfer.- 10.5 Arithmetic and Logical Operations.- 10.6 Flow Control.- 10.7 Faster Polygon-Fill Routines.- 10.8 Program Stack.- 10.9 Summary.- 11. Mathematics of 3D Geometry.- 11.1 Vectors and Matrices.- 11.2 The VECTOR Class.- 11.3 Scalar Product.- 11.4 Vector Product.- 11.5 Triple Product.- 11.6 Lines and Planes.- 11.7 Summary.- 12. Projection of the Viewing Volume.- 12.1 Perspective Projections.- 12.2 The Viewing Volume.- 12.3 Taking a Snapshot.- 12.4 Projecting and Clipping.- 12.5 A Vanishing Cube.- 12.6 Summary.- 13. Hidden Pixel Removal.- 13.1 Constructing a Scene Image.- 13.2 The Painter’s Algorithm.- 13.3 Separating Planes.- 13.4 Binary Space Partitioning.- 13.5 Drawing in Reverse.- 13.6 Z-Buffers.- 13.7 Summary.- 14. Colour Shading and Textures.- 14.1 Lights and Surfaces.- 14.2 Shading Options.- 14.3 Texture Mapping.- 14.4 Implementation Optimizations.- 14.5 Depth Perception.- 14.6 Summary.- 15. In Motion.- 15.1 The Graphics Pipeline.- 15.2 Animating the Virtual World.- 15.3 Translations.- 15.4 Rotations.- 15.5 Transforming Coordinates.- 15.6 Summary.- Postscript.

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