8: Schneller programmieren durch Add-Ins und Makros in MS Visual C++ 6 verschiedener Tutorials rund um die C++-, Windows- und Grafikprogrammierung. Ein englisches Buch für C/C++ Programmierer, die Grundlagen und mehr/ genaueres über die DirectX c, Direct3D & Grafikprogrammierung erfahren wollen. DirectX-Grafikprogrammierung mit C++ Taschenbuch – 1. Januar Alexander Schunk mitp//bhv Programmiersprachen.
|Country:||Trinidad & Tobago|
|Published (Last):||11 August 2013|
|PDF File Size:||18.81 Mb|
|ePub File Size:||9.69 Mb|
|Price:||Free* [*Free Regsitration Required]|
In this event, there directx-grxfikprogrammierung be a slight delay in shipping and possible variation in description.
I have in particular enjoyed reading about where estimation errors usually come from. The book, in its larger part, assumes that requirements are given in a form which is accessible to estimation. And this is the biggest directx-garfikprogrammierung with the 5th edition of the SuperBible – the book explains their custom toolkit, and not OpenGL itself. Demystifying the Black Art: Estimation is not a black art, insists the author of the present book, but there mmit techniques which help making informed and well reasoned assumptions about the future.
If there is one aspect of estimation which I think remains somewhat out of focus then it is the question of the sources of requirements.
Unfortunately, this tool is often forgotten in introductions to pragmatic mti architecture. Make no mistake, this book doesn’t teach you to use that specific library, it teaches you OpenGL. You’ll be surprised by some of the titles in this gallery!
Software Estimation by McConnell, Steve
There are few hints in this book regarding these two fundamental questions. May not contain Access Codes or Supplements. The last part discusses the various estimation challenges, which include converting estimates into planning parameters, or political issues resulting from contentious estimates. Where much praise is due some criticism is also in order. If you already understand multisampling then it’d all make sense, but if your only source is the book then it can be hard to follow.
The problem is that it’s easy to teach the old OpenGL, you don’t need to know the underlying details of how light is calculated or how transformations are performed to write a program in fixed function OpenGL. The book, in its larger part, assumes that requirements are given in a form which is accessible to estimation.
The last part discusses the various estimation challenges, which include converting estimates into planning parameters, or political issues resulting from contentious estimates. Mit Game Programming ist in dem Buch fast gar nichts, weswegen man da keine Angst haben sollte, dass ale Themen nur angeschnitten werden.
Why is there a limit to number of attributes? Jedenfalls komme ich bis jetzt recht gut mit openGL3.
Printed directx-grafikpgogrammierung Black and White. The authors built a library that allows people to start writing impressive programs right away.
I have in particular enjoyed reading about where estimation errors usually come from. What makes Biblio different?
The new OpenGL was much leaner and only revolves about creating shaders and writing to buffers. Estimation is directx-graifkprogrammierung a black art, insists the author of the present book, but there are techniques which help making informed and well reasoned assumptions about the future.
The book has three partsIt starts by examining the the critical estimation concepts.
Going through the source code for the book library is a great way to learn. Klar gehen online Tutorials nicht zu sehr in die Tiefe bzw. There are few hints in this book regarding these two fundamental questions. The key, at least in software development, is estimation. Gute Beispiele sind manchmal Gold wert. Add to wishlist E-mail a link to this book. In his highly anticipated book, acclaimed author Steve McConnell unravels the mystery to successful software estimation–distilling academic information and real-world experience into a practical guide for working software professionals.
Such a book would be quite big, advanced for many users, and wouldn’t be able to cover all the features of OpenGL.
The result is fantastic; the tutorial part is by far the best introduction to modern OpenGL you’ll find. The core of the book is part two, which is devoted to estimation techniques.