Graphics Programming Black Book

Für den, der viel Zeit hat: Gra­phics Pro­gramming Black Book 2001 Micha­el Abrash jetzt auch online:

Chap­ter 1: The Best Opti­mi­zer is bet­ween Your Ears (4.3 MB)
Chap­ter 2: A World Apart (2.7 MB)
Chap­ter 3: Assu­me Not­hing (2.6 MB)
Chap­ter 4: In the Lair of the Cycle-Eaters (3 MB)
Chap­ter 5: Crossing the Bor­der (1.5 MB)
Chap­ter 6: Loo­king Past Face Value (3.5 MB)
Chap­ter 7: Local Opti­mi­za­ti­on (2.1 MB)
Chap­ter 8: Spee­ding Up C with Assem­bly Lan­guage (3.7 MB)
Chap­ter 9: Hints My Readers Gave Me (2.7 MB)
Chap­ter 10: Pati­ent Coding, Fas­ter Code (3.8 MB)
Chap­ter 11: Pushing the 286 and 386 (3.5 MB)
Chap­ter 12: Pushing the 486 (2.2 MB)
Chap­ter 13: Aiming the 486 (2.4 MB)
Chap­ter 14: Boy­er-Moo­re String Sear­ching (2.2 MB)
Chap­ter 15: Lin­ked Lists and Unin­ten­ded Chal­len­ges (2.1 MB)
Chap­ter 16: The­re Ain’t No Such Thing as the Fas­test Code (4.7 MB)
Chap­ter 17: The Game of Life (2.2 MB)
Chap­ter 18: It’s a Won­der­ful Life (4.2 MB)
Chap­ter 19: Pen­ti­um: Not the Same Old Song (1.4 MB)
Chap­ter 20: Pen­ti­um Rules (5.8 MB)
Chap­ter 21: Unlea­shing the Pentium’s V-pipe (0.8 MB)
Chap­ter 22: Zen­ning and the Fle­xi­ble Mind (0.5 MB)
Chap­ter 23: Bones and Sinew (5.2 MB)
Chap­ter 24: Par­al­lel Pro­ces­sing with the VGA (2.9 MB)
Chap­ter 25: VGA Data Machine­ry (2.7 MB)
Chap­ter 26: VGA Wri­te Mode 3 (2.4 MB)
Chap­ter 27: Yet Ano­t­her VGA Wri­te Mode (3.5 MB)
Chap­ter 28: Rea­ding VGA Memo­ry (0.8 MB)
Chap­ter 29: Saving Screens and Other VGA Mys­te­ries (1 MB)
Chap­ter 30: Video Est Omnis Divi­sa (1.1 MB)
Chap­ter 31: Hig­her 256-Color Reso­lu­ti­on on the VGA (1.5 MB)
Chap­ter 32: Be It Resol­ved: 360×480 (0.8 MB)
Chap­ter 33: Yogi Bear and Euryth­mics Con­front VGA Colors (2.9 MB)
Chap­ter 34: Chan­ging Colors without Wri­ting Pixels (1 MB)
Chap­ter 35: Bre­sen­ham Is Fast, and Fast Is Good (1.2 MB)
Chap­ter 36: The Good, the­Bad, and the Run-Sli­ced (0.9 MB)
Chap­ter 37: Dead Cats and Light­ning Lines (0.7 MB)
Chap­ter 38: The Poly­gon Pri­me­val (3.9 MB)
Chap­ter 39: Fast Con­vex Poly­gons (4.2 MB)
Chap­ter 40: Of Songs, Taxes, and the Sim­pli­ci­ty of Com­plex Poly­gons (1 MB)
Chap­ter 41: Tho­se Way-Down Poly­gon Nome­n­cla­tu­re Blues (0.8 MB)
Chap­ter 42: Wu’ed in Has­te; Fried, Ste­wed at Leisu­re (1.5 MB)
Chap­ter 43: Bit-Pla­ne Ani­ma­ti­on (5.6 MB)
Chap­ter 44: Split Screens Save the Page-Flip­ped Day (1.2 MB)
Chap­ter 45: Dog Hair and Dir­ty Rec­tan­gles (2.5 MB)
Chap­ter 46: Who Was that Mas­ked Image? (0.9 MB)
Chap­ter 47: Mode X: 256-Color VGA Magic (1.5 MB)
Chap­ter 48: Mode X Marks the Latch (1.9 MB)
Chap­ter 49: Mode X 256-Color Ani­ma­ti­on (2.7 MB)
Chap­ter 50: Adding a Dimen­si­on (1.3 MB)
Chap­ter 51: Snea­kers in Space (1.6 MB)
Chap­ter 52: Fast 3-D Ani­ma­ti­on: Meet X-Sharp (0.9 MB)
Chap­ter 53: Raw Speed and More (0.9 MB)
Chap­ter 54: 3-D Sha­ding (1.1 MB)
Chap­ter 55: Color Mode­ling in 256-Color Mode (2.3 MB)
Chap­ter 56: Pooh and the Space Sta­ti­on (1.8 MB)
Chap­ter 57: 10,000 Fresh­ly Shea­red Sheep on the Screen (2.2 MB)
Chap­ter 58: Heinlein’s Crys­tal Ball, Spock’s Brain, and the 9-Cycle Dare (2.2 MB)
Chap­ter 59: The Idea of BSP Trees (1.6 MB)
Chap­ter 60: Com­pi­ling BSP Trees (0.8 MB)
Chap­ter 61: Frames of Refe­rence (0.9 MB)
Chap­ter 62: One Sto­ry, Two Rules, and a BSP Ren­de­rer (0.8 MB)
Chap­ter 63: Floa­ting-Point for Real-Time 3-D (0.6 MB)
Chap­ter 64: Quake’s Visi­ble-Sur­face Deter­mi­na­ti­on (2 MB)
Chap­ter 65: 3-D Clip­ping and Other Thoughts (1.6 MB)
Chap­ter 66: Quake’s Hid­den-Sur­face Remo­val (0.7 MB)
Chap­ter 67: Sor­ted Spans in Action (0.8 MB)
Chap­ter 68: Quake’s Lighting Model (1.8 MB)
Chap­ter 69: Sur­face Caching and Quake’s Tri­ang­le Models (0.9 MB)
Chap­ter 70: Qua­ke: A Post-Mor­tem and a Glim­pse into the Future (1.9 MB)
After­word (0.1 MB)
Index (2.2 MB)
Source code (1.7 MB)

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