Last Word
With a basic understanding of vertex shaders in hand, you now have
the tools to begin exploration of the limits of the possible in the
vertex pipeline. You can now use constant and diffuse colors, perform
texturing, and handle basic lighting tasks. Shaders and the
programmable pipeline offer great creative freedom for 3D programmers
and provide a vehicle to stay on top of the ever-increasing feature
set of today's 3D graphics hardware. Next month we will continue the
coverage of shaders.
I'd like to acknowledge the help of Mike Burrows and Mike Anderson
(Microsoft) and Chris Seitz and Chris Maughan (nVidia) in producing
this column.
Your feedback is welcome. Feel free to drop me a line at the address
below with your comments, questions, topic ideas, or links to your
own variations on topics the column covers. Please, though, don't
expect an individual reply or send me support questions. Remember,
Microsoft maintains active mailing lists as forums for like-minded
developers to share information:
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http://DISCUSS.MICROSOFT.COM/archives/DIRECTXAV.html
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http://DISCUSS.MICROSOFT.COM/archives/DIRECTXDEV.html
Driving DirectX
Philip Taylor is
the DirectX SDK PM. He has been working with DirectX since the first
public beta of DirectX 1, and, once upon a time, actually shipped
DirectX 2 games. In his spare time, he can be found lurking on many
3-D graphics programming mailing lists. You can reach him atmsdn@microsoft.com.
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