Skip to content

DirectX, RDX RSX and MMX Technology A Jumpstart Guide to High PerFormance APIs

Best in textbook rentals since 2012!

ISBN-10: 0201309440

ISBN-13: 9780201309447

Edition: 1998

Authors: Rohan Coelho, Maher Hawash

List price: $44.95
Blue ribbon 30 day, 100% satisfaction guarantee!
what's this?
Rush Rewards U
Members Receive:
Carrot Coin icon
XP icon
You have reached 400 XP and carrot coins. That is the daily max!

The authors present a hands-on resource which will help graphics programmers to master the latest advances in both software and hardware. The accompanying CD-ROM contains the DirectX software development kit.
Customers also bought

Book details

List price: $44.95
Copyright year: 1998
Publisher: Addison Wesley Professional
Publication date: 12/30/1997
Binding: Mixed Media
Pages: 448
Size: 7.75" wide x 9.25" long x 1.00" tall
Weight: 1.782
Language: English

Preface
Introduction
Surveying Multimedia
Overview of Media on the PC
Background
Graphics Device Independence
Motion Video under Windows
Multimedia Gaming under Windows 95
3D Video Architectures on the PC
Audio Architectures on the PC
Processor Architecture Overview
Processor Architecture
System Overview
Sprites, Backgrounds, And Primary Surfaces
Simple Sprites in GDI
Graphics Device Interface (GDI) Overview
Animation Objects
Sprites
Backgrounds
Transparent Blts with GDI
Backgrounds
Demo Time
How Fast Does GDI Draw Sprites and Backgrounds?
Sprites with a DirectDraw Primary Surfaces
Introduction to Microsofts DirectDraw
Features of DirectDraw
Before You Get Overly Excited
Instantiating a DirectDraw Object
Querying and Creating a Primary Surface
Implementing a Simple Sprite Class
Drawing a Sprite on the DirectDraw Primary Surface
Demo Time
Redrawing Backgrounds on a DirectDraw Primary Surface
How Fast Can We Draw Sprites and Backgrounds?
Compositing Objects on a DirectDraw Primary Surface
Hardware Acceleration via DirectDraw
Creating an Offscreen Surface
Drawing a Sprite on the DirectDraw Offscreen Surface
Demo Time
How Fast is OffScreen Surface Drawing?
Finding Hardware Acceleration
Setting Up for Hardware Acceleration
How Fast is CSurfaceVidMem Drawing?
Accelerating Offscreen to Primary Transfers by Page Flips
What is Graphics Page Flipping?
DirectDraw Page Flipping Model
Does the Hardware Support Page Flipping?
Setting Up DirectDraw to Use Page Flipping
Rendering Flippable Surfaces
How Fast is CSurfaceBackBuffer Drawing?
Hardware Acceleration to Blt Sprites
How Fast is CSpriteGrfx (and CBackgroundGrfx) Drawing?
RDX: High-Performance Mixing with a High-Level API
Introduction to Intels RDX Animation Library
Features of RDX
Before You Get Overly Excited
Using RDX
Generic Objects with RDX
The Programming Model
Working with RDX
Creating an RDX Surface
An RDX Sprite Class
Drawing the RDX Sprite
Demo Time
How Fast Does CSurfaceRdx Draw?
Hardware Acceleration with RDX
Full Screen Mode with RDX
How Fast Does CSurfaceRdx Draw in Full Screen Mode?
Accelerating Objects with RDX
Making The Media Mix
Video under Windows
Concepts of Motion Video
Capturing and Compressing Video
Windows Multimedia Architectures
Overview of Video Codecs
DirectShow Filters
DirectShow Components
Whats a Filter Graph?
Understanding the Mighty Filter
An Overview on the Samples
Creating a Source Filter
The Source Filter Class
Create an Instance of the Source Filter
The Source Stream Class
The Connection Process
Starting and Stopping
Moving the Data
Creating a Transform Filter
Creating a Rendering Filter
Adding Your Own Interface
Adding Property Pages to Filters
Adding the Property Inte