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OverviewThe book is a reference for developers using 3D models. Instead of simply showing a spec sheet, the book delves into the loading and rendering techniques of 3D models. The text is as API and platform independent as possible, so users of Direct3D, OpenGL, etc. will be able to interpret and use the information provided in the book. Full Product DetailsAuthor: Evan Pipho , Premier DevelopmentPublisher: Cengage Learning, Inc Imprint: Premier Press Edition: New edition Dimensions: Width: 15.50cm , Height: 1.50cm , Length: 23.10cm Weight: 0.318kg ISBN: 9781592000333ISBN 10: 1592000339 Pages: 232 Publication Date: 23 December 2002 Audience: General/trade , General Format: Mixed media product Publisher's Status: Out of Print Availability: In Print Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock. Table of Contents1. Reviewing Matrices and Vectors 2. Introduction to Quaternions 3. Quake IIs MD2 Models 4. Loading OBJ Files 5. An Introduction to Skeletal Animation 6. MilkShape 3D 7. The 3ds Models 8. MDL, The Legendary Half-Life Format 9. Enter the Quake : Quake IIIs MD3 Format 10. Tips, Tricks, and Methods Appendices: A: Common 3D Model Formats B: STL Vector Primer C: Going Above and BeyondReviews1. Reviewing Matrices and Vectors 2. Introduction to Quaternions 3. Quake II's MD2 Models 4. Loading OBJ Files 5. An Introduction to Skeletal Animation 6. MilkShape 3D 7. The 3ds Models 8. MDL, The Legendary Half-Life Format 9. Enter the Quake : Quake III's MD3 Format 10. Tips, Tricks, and Methods Appendices: A: Common 3D Model Formats B: STL Vector Primer C: Going Above and Beyond Author InformationAfter programming for several years, Evan Pipho discovered gamedev.net in mid-2000 and immediately became a devoted gamer. At age 17, Evan has already tackled DirectDraw, Direct3D, and OpenGL in addition to co-creating Ngine. Tab Content 6Author Website:Countries AvailableAll regions |