Tutorial on advanced microprocessors and high-level language computer architecture / Veljko Milutinovic |
Autore | Milutinovic, Veljko |
Pubbl/distr/stampa | Washington : Computer Society Press, ©1986 |
Descrizione fisica | 597 p. : ill. ; 29 cm |
Disciplina | 004.5 |
Soggetto non controllato |
Microprocessori
Linguaggi di programmazione |
ISBN | 0-8186-0623-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-990000458240403321 |
Milutinovic, Veljko
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Washington : Computer Society Press, ©1986 | ||
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Lo trovi qui: Univ. Federico II | ||
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USB embedded hosts [[electronic resource] ] : the developer's guide / / Jan Axelson |
Autore | Axelson Jan |
Pubbl/distr/stampa | Madison, Wis., : Lakeview Research LLC, 2011 |
Descrizione fisica | 1 online resource (161 p.) |
Disciplina |
004.5
004.64 |
Soggetto topico |
USB (Computer bus)
Embedded computer systems |
Soggetto genere / forma | Electronic books. |
ISBN | 1-931448-26-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Copyright; Contents; Introduction; USB Essentials; How Data Travels on the Bus; Bus Speeds; Devices; Transfers; Transfer Types; How the Host Communicates with Devices; Device Classes; Learning about Attached Devices; USB Hosts for Embedded Systems; Embedded Hosts are Different; Dedicated Functions; The Targeted Peripheral List; Requirements; Switching Off Bus Power; Attach Detection Protocol; Session Request Protocol; Functioning as a USB Device; Necessary Hardware; System Processor; USB Host Controller; Root Hub; Host Connectors; Source of Bus Current; What the Host Does
Detecting and Enumerating Devices Supporting External Hubs; Managing Traffic; Managing Power; Communicating with Devices; Choosing a Development Platform; Comparing Options; Embedded PC; General-purpose Processor; Host Module; Processor with .NET Micro Framework; A Word about Protocol Analyzers; Non-USB Alternatives; Using Linux in Embedded Systems; Getting Started; The Beagle Board-xM Platform; Selecting a Distribution; Obtaining Additional Software; Creating and Running Applications; Using the Command Line; Obtaining a Toolchain; Writing and Compiling; Running Applications Issues for Embedded Systems Logging In Automatically; Setting Permissions; Running a Program without Supplying a Password; Using Rules to Grant Permissions; Running an Application at Startup; Providing Data for Debugging; Messages; LED Indicators; Initializing the LEDs; Turning the LEDs On and Off; Using the Functions; Exploring USB in Linux; Learning about Attached Devices; Viewing Device Information; Using Device Nodes; Drivers for USB Communications; Host-controller Drivers; Driver Modules; Driver Attributes and Information; Monitoring Events on Attachment; Monitoring USB Traffic Getting and Using Text Logs Decoding Text Logs with a Visual Display; Accessing Files on Drives; Inside the Mass Storage Class; Embedded Host Support; Preventing Data Loss due to Caching; Alternatives; Detecting a Drive; About Mount Points; Mounting and Unmounting a Drive; Finding a Mount Point; Checking if a Drive is Still Attached; Reading and Writing to Files; Writing to a File; Reading from a File; Getting User Input; Inside the Human Interface Device Class; Embedded Host Support; Using HID Reports; Generic Desktop Controls; Keyboard Reports; Mouse Reports; Composite Devices; Alternatives Reading Keypresses Using Standard Input Devices; Reading Keyboard Input; Reading Keyboard Input without Blocking; Bridging to Other Interfaces; Inside the Communications Devices Class; Embedded Host Support; Devices That Use Vendor-specific Drivers; Alternatives; Using a USB Virtual Serial Port; The Application; Open the Port; Read from the Port; Write to the Port; Close the Port; Examine Received Data; Handle Ctrl+C; Communicating on a Network; Wired and Wireless Options; Connecting; Static and Dynamic IP Addresses; Wireless Networks and Security; Decoding URLs; Exchanging Data Communicating over Bluetooth |
Record Nr. | UNINA-9910457485303321 |
Axelson Jan
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Madison, Wis., : Lakeview Research LLC, 2011 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
USB embedded hosts [[electronic resource] ] : the developer's guide / / Jan Axelson |
Autore | Axelson Jan |
Pubbl/distr/stampa | Madison, Wis., : Lakeview Research LLC, 2011 |
Descrizione fisica | 1 online resource (161 p.) |
Disciplina |
004.5
004.64 |
Soggetto topico |
USB (Computer bus)
Embedded computer systems |
ISBN | 1-931448-26-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Copyright; Contents; Introduction; USB Essentials; How Data Travels on the Bus; Bus Speeds; Devices; Transfers; Transfer Types; How the Host Communicates with Devices; Device Classes; Learning about Attached Devices; USB Hosts for Embedded Systems; Embedded Hosts are Different; Dedicated Functions; The Targeted Peripheral List; Requirements; Switching Off Bus Power; Attach Detection Protocol; Session Request Protocol; Functioning as a USB Device; Necessary Hardware; System Processor; USB Host Controller; Root Hub; Host Connectors; Source of Bus Current; What the Host Does
Detecting and Enumerating Devices Supporting External Hubs; Managing Traffic; Managing Power; Communicating with Devices; Choosing a Development Platform; Comparing Options; Embedded PC; General-purpose Processor; Host Module; Processor with .NET Micro Framework; A Word about Protocol Analyzers; Non-USB Alternatives; Using Linux in Embedded Systems; Getting Started; The Beagle Board-xM Platform; Selecting a Distribution; Obtaining Additional Software; Creating and Running Applications; Using the Command Line; Obtaining a Toolchain; Writing and Compiling; Running Applications Issues for Embedded Systems Logging In Automatically; Setting Permissions; Running a Program without Supplying a Password; Using Rules to Grant Permissions; Running an Application at Startup; Providing Data for Debugging; Messages; LED Indicators; Initializing the LEDs; Turning the LEDs On and Off; Using the Functions; Exploring USB in Linux; Learning about Attached Devices; Viewing Device Information; Using Device Nodes; Drivers for USB Communications; Host-controller Drivers; Driver Modules; Driver Attributes and Information; Monitoring Events on Attachment; Monitoring USB Traffic Getting and Using Text Logs Decoding Text Logs with a Visual Display; Accessing Files on Drives; Inside the Mass Storage Class; Embedded Host Support; Preventing Data Loss due to Caching; Alternatives; Detecting a Drive; About Mount Points; Mounting and Unmounting a Drive; Finding a Mount Point; Checking if a Drive is Still Attached; Reading and Writing to Files; Writing to a File; Reading from a File; Getting User Input; Inside the Human Interface Device Class; Embedded Host Support; Using HID Reports; Generic Desktop Controls; Keyboard Reports; Mouse Reports; Composite Devices; Alternatives Reading Keypresses Using Standard Input Devices; Reading Keyboard Input; Reading Keyboard Input without Blocking; Bridging to Other Interfaces; Inside the Communications Devices Class; Embedded Host Support; Devices That Use Vendor-specific Drivers; Alternatives; Using a USB Virtual Serial Port; The Application; Open the Port; Read from the Port; Write to the Port; Close the Port; Examine Received Data; Handle Ctrl+C; Communicating on a Network; Wired and Wireless Options; Connecting; Static and Dynamic IP Addresses; Wireless Networks and Security; Decoding URLs; Exchanging Data Communicating over Bluetooth |
Record Nr. | UNINA-9910781846303321 |
Axelson Jan
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Madison, Wis., : Lakeview Research LLC, 2011 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
USB embedded hosts [[electronic resource] ] : the developer's guide / / Jan Axelson |
Autore | Axelson Jan |
Pubbl/distr/stampa | Madison, Wis., : Lakeview Research LLC, 2011 |
Descrizione fisica | 1 online resource (161 p.) |
Disciplina |
004.5
004.64 |
Soggetto topico |
USB (Computer bus)
Embedded computer systems |
ISBN | 1-931448-26-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Copyright; Contents; Introduction; USB Essentials; How Data Travels on the Bus; Bus Speeds; Devices; Transfers; Transfer Types; How the Host Communicates with Devices; Device Classes; Learning about Attached Devices; USB Hosts for Embedded Systems; Embedded Hosts are Different; Dedicated Functions; The Targeted Peripheral List; Requirements; Switching Off Bus Power; Attach Detection Protocol; Session Request Protocol; Functioning as a USB Device; Necessary Hardware; System Processor; USB Host Controller; Root Hub; Host Connectors; Source of Bus Current; What the Host Does
Detecting and Enumerating Devices Supporting External Hubs; Managing Traffic; Managing Power; Communicating with Devices; Choosing a Development Platform; Comparing Options; Embedded PC; General-purpose Processor; Host Module; Processor with .NET Micro Framework; A Word about Protocol Analyzers; Non-USB Alternatives; Using Linux in Embedded Systems; Getting Started; The Beagle Board-xM Platform; Selecting a Distribution; Obtaining Additional Software; Creating and Running Applications; Using the Command Line; Obtaining a Toolchain; Writing and Compiling; Running Applications Issues for Embedded Systems Logging In Automatically; Setting Permissions; Running a Program without Supplying a Password; Using Rules to Grant Permissions; Running an Application at Startup; Providing Data for Debugging; Messages; LED Indicators; Initializing the LEDs; Turning the LEDs On and Off; Using the Functions; Exploring USB in Linux; Learning about Attached Devices; Viewing Device Information; Using Device Nodes; Drivers for USB Communications; Host-controller Drivers; Driver Modules; Driver Attributes and Information; Monitoring Events on Attachment; Monitoring USB Traffic Getting and Using Text Logs Decoding Text Logs with a Visual Display; Accessing Files on Drives; Inside the Mass Storage Class; Embedded Host Support; Preventing Data Loss due to Caching; Alternatives; Detecting a Drive; About Mount Points; Mounting and Unmounting a Drive; Finding a Mount Point; Checking if a Drive is Still Attached; Reading and Writing to Files; Writing to a File; Reading from a File; Getting User Input; Inside the Human Interface Device Class; Embedded Host Support; Using HID Reports; Generic Desktop Controls; Keyboard Reports; Mouse Reports; Composite Devices; Alternatives Reading Keypresses Using Standard Input Devices; Reading Keyboard Input; Reading Keyboard Input without Blocking; Bridging to Other Interfaces; Inside the Communications Devices Class; Embedded Host Support; Devices That Use Vendor-specific Drivers; Alternatives; Using a USB Virtual Serial Port; The Application; Open the Port; Read from the Port; Write to the Port; Close the Port; Examine Received Data; Handle Ctrl+C; Communicating on a Network; Wired and Wireless Options; Connecting; Static and Dynamic IP Addresses; Wireless Networks and Security; Decoding URLs; Exchanging Data Communicating over Bluetooth |
Record Nr. | UNINA-9910827953903321 |
Axelson Jan
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Madison, Wis., : Lakeview Research LLC, 2011 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
USB mass storage [[electronic resource] ] : designing and programming devices and embedded hosts / / Jan Axelson |
Autore | Axelson Jan |
Pubbl/distr/stampa | Madison, WI, : Lakeview Research LLC, c2006 |
Descrizione fisica | 1 online resource (304 p.) |
Disciplina | 004.5 |
Soggetto topico |
Computer storage devices
USB (Computer bus) |
Soggetto genere / forma | Electronic books. |
ISBN |
1-280-56708-2
9786610567089 1-931448-05-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Contents; Acknowledgements; Introduction; 1 Mass Storage Basics; 2 Supporting USB; 3 The USB Mass Storage Class; 4 Accessing Flash Memory Cards; 5 MultiMediaCard Protocol; 6 SCSI Commands; 7 Media Structure; 8 FAT File Systems; 9 Directories; 10 File Operations; 11 Embedded Hosts; Index |
Record Nr. | UNINA-9910451449803321 |
Axelson Jan
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Madison, WI, : Lakeview Research LLC, c2006 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
USB mass storage [[electronic resource] ] : designing and programming devices and embedded hosts / / Jan Axelson |
Autore | Axelson Jan |
Pubbl/distr/stampa | Madison, WI, : Lakeview Research LLC, c2006 |
Descrizione fisica | 1 online resource (304 p.) |
Disciplina | 004.5 |
Soggetto topico |
Computer storage devices
USB (Computer bus) |
ISBN |
1-280-56708-2
9786610567089 1-931448-05-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Contents; Acknowledgements; Introduction; 1 Mass Storage Basics; 2 Supporting USB; 3 The USB Mass Storage Class; 4 Accessing Flash Memory Cards; 5 MultiMediaCard Protocol; 6 SCSI Commands; 7 Media Structure; 8 FAT File Systems; 9 Directories; 10 File Operations; 11 Embedded Hosts; Index |
Record Nr. | UNINA-9910784286403321 |
Axelson Jan
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||
Madison, WI, : Lakeview Research LLC, c2006 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
USB mass storage [[electronic resource] ] : designing and programming devices and embedded hosts / / Jan Axelson |
Autore | Axelson Jan |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Madison, WI, : Lakeview Research LLC, c2006 |
Descrizione fisica | 1 online resource (304 p.) |
Disciplina | 004.5 |
Soggetto topico |
Computer storage devices
USB (Computer bus) |
ISBN |
1-280-56708-2
9786610567089 1-931448-05-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Contents; Acknowledgements; Introduction; 1 Mass Storage Basics; 2 Supporting USB; 3 The USB Mass Storage Class; 4 Accessing Flash Memory Cards; 5 MultiMediaCard Protocol; 6 SCSI Commands; 7 Media Structure; 8 FAT File Systems; 9 Directories; 10 File Operations; 11 Embedded Hosts; Index |
Record Nr. | UNINA-9910816264703321 |
Axelson Jan
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||
Madison, WI, : Lakeview Research LLC, c2006 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
XNA 4 3D game development by example [[electronic resource] ] : beginner's guide / / Kurt Jaegers |
Autore | Jaegers Kurt |
Pubbl/distr/stampa | Birmingham, : Packt Publishing, 2012 |
Descrizione fisica | 1 online resource (322 p.) |
Disciplina | 004.5 |
Soggetto topico |
Computer games - Programming
Computer games - Design |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-63741-3
1-84968-709-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1:Introduction to XNA; System requirements; Installing the Windows Phone SDK; Time for action - installing Windows Phone SDK; Speller - Our first XNA game; Time for action - creating an XNA project; Managing content; Time for action - creating content assets; Member variables; Time for action - declaring new member variables; The Game1 constructor; Initialization; Time for action - customizing the Initialize() method; Loading content
Time for action - creating a square textureUpdating; Time for action - customizing the Update() method; The Draw() method; Time for action - drawing Speller; Helper methods; Time for action - words and letters; Time for action - completing the Speller project; Summary; Chapter 2:Cube Chaser - A Flat 3D World; Designing the game; 3D coordinates; Creating the project; Time for action - creating the Cube Chaser project; Our view of the world; Time for action - beginning the Camera class; The Projection matrix; Looking at something; Time for action - implementing a look at point; The View matrix Time for action - the View matrixFrom the ground up; Time for action - creating the Maze classes; Drawing the floor; Time for action - drawing the floor; Moving around; Time for action - expanding Camera; Time for action - letting the player move; Summary; Chapter 3:Cube Chaser - It's A-Mazing!; Maze generation; Time for action - defining a MazeCell; Time for action - generating the Maze class; Constructing the walls; Time for action - building walls; Time for action - drawing the walls; Solid walls; Time for action - bouncing off the walls; Summary; Chapter 4:Cube Chaser - Finding Your Way The cubeTime for action - placing the cube; Rotating the cube; Time for action - rotating the cube; Matrices - big scary math things?; The translation matrix; The rotation matrix; The scale matrix; Combining matrices; What does it all mean?; Positioning the cube; Time for action - randomly positioning the cube; Catching the cube; Time for action - catching the cube; Summary; Chapter 5:Tank Battles - A War-torn Land; Creating the project; Time for action - creating the Tank Battles project; An arc-ball camera; Time for action - the ArcBallCamera class - part 1 Time for action - finishing the ArcBallCamera classBuilding the playfield; Height maps; Generating the terrain; Time for action - generating terrain; Height data; Time for action - adding the ReadHeightMap() method; Building vertices; Time for action - adding the BuildVertexBuffer() method; Building the indices; Time for action - the buildIndexBuffer() method; Let's see the terrain already!; Time for action - drawing the terrain; Adding texture - a gentle introduction to HLSL; Declaring variables; Time for action - HLSL declarations; The vertex shader structures Time for action - Vertex Shader Input and Output definition |
Record Nr. | UNINA-9910462278103321 |
Jaegers Kurt
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Birmingham, : Packt Publishing, 2012 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
XNA 4 3D game development by example [[electronic resource] ] : beginner's guide / / Kurt Jaegers |
Autore | Jaegers Kurt |
Pubbl/distr/stampa | Birmingham, : Packt Publishing, 2012 |
Descrizione fisica | 1 online resource (322 p.) |
Disciplina | 004.5 |
Soggetto topico |
Video games - Programming
Video games - Design |
ISBN |
1-283-63741-3
1-84968-709-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1:Introduction to XNA; System requirements; Installing the Windows Phone SDK; Time for action - installing Windows Phone SDK; Speller - Our first XNA game; Time for action - creating an XNA project; Managing content; Time for action - creating content assets; Member variables; Time for action - declaring new member variables; The Game1 constructor; Initialization; Time for action - customizing the Initialize() method; Loading content
Time for action - creating a square textureUpdating; Time for action - customizing the Update() method; The Draw() method; Time for action - drawing Speller; Helper methods; Time for action - words and letters; Time for action - completing the Speller project; Summary; Chapter 2:Cube Chaser - A Flat 3D World; Designing the game; 3D coordinates; Creating the project; Time for action - creating the Cube Chaser project; Our view of the world; Time for action - beginning the Camera class; The Projection matrix; Looking at something; Time for action - implementing a look at point; The View matrix Time for action - the View matrixFrom the ground up; Time for action - creating the Maze classes; Drawing the floor; Time for action - drawing the floor; Moving around; Time for action - expanding Camera; Time for action - letting the player move; Summary; Chapter 3:Cube Chaser - It's A-Mazing!; Maze generation; Time for action - defining a MazeCell; Time for action - generating the Maze class; Constructing the walls; Time for action - building walls; Time for action - drawing the walls; Solid walls; Time for action - bouncing off the walls; Summary; Chapter 4:Cube Chaser - Finding Your Way The cubeTime for action - placing the cube; Rotating the cube; Time for action - rotating the cube; Matrices - big scary math things?; The translation matrix; The rotation matrix; The scale matrix; Combining matrices; What does it all mean?; Positioning the cube; Time for action - randomly positioning the cube; Catching the cube; Time for action - catching the cube; Summary; Chapter 5:Tank Battles - A War-torn Land; Creating the project; Time for action - creating the Tank Battles project; An arc-ball camera; Time for action - the ArcBallCamera class - part 1 Time for action - finishing the ArcBallCamera classBuilding the playfield; Height maps; Generating the terrain; Time for action - generating terrain; Height data; Time for action - adding the ReadHeightMap() method; Building vertices; Time for action - adding the BuildVertexBuffer() method; Building the indices; Time for action - the buildIndexBuffer() method; Let's see the terrain already!; Time for action - drawing the terrain; Adding texture - a gentle introduction to HLSL; Declaring variables; Time for action - HLSL declarations; The vertex shader structures Time for action - Vertex Shader Input and Output definition |
Record Nr. | UNINA-9910785740403321 |
Jaegers Kurt
![]() |
||
Birmingham, : Packt Publishing, 2012 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
XNA 4 3D game development by example : beginner's guide / / Kurt Jaegers |
Autore | Jaegers Kurt |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham, : Packt Publishing, 2012 |
Descrizione fisica | 1 online resource (322 p.) |
Disciplina | 004.5 |
Soggetto topico |
Video games - Programming
Video games - Design |
ISBN |
1-283-63741-3
1-84968-709-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1:Introduction to XNA; System requirements; Installing the Windows Phone SDK; Time for action - installing Windows Phone SDK; Speller - Our first XNA game; Time for action - creating an XNA project; Managing content; Time for action - creating content assets; Member variables; Time for action - declaring new member variables; The Game1 constructor; Initialization; Time for action - customizing the Initialize() method; Loading content
Time for action - creating a square textureUpdating; Time for action - customizing the Update() method; The Draw() method; Time for action - drawing Speller; Helper methods; Time for action - words and letters; Time for action - completing the Speller project; Summary; Chapter 2:Cube Chaser - A Flat 3D World; Designing the game; 3D coordinates; Creating the project; Time for action - creating the Cube Chaser project; Our view of the world; Time for action - beginning the Camera class; The Projection matrix; Looking at something; Time for action - implementing a look at point; The View matrix Time for action - the View matrixFrom the ground up; Time for action - creating the Maze classes; Drawing the floor; Time for action - drawing the floor; Moving around; Time for action - expanding Camera; Time for action - letting the player move; Summary; Chapter 3:Cube Chaser - It's A-Mazing!; Maze generation; Time for action - defining a MazeCell; Time for action - generating the Maze class; Constructing the walls; Time for action - building walls; Time for action - drawing the walls; Solid walls; Time for action - bouncing off the walls; Summary; Chapter 4:Cube Chaser - Finding Your Way The cubeTime for action - placing the cube; Rotating the cube; Time for action - rotating the cube; Matrices - big scary math things?; The translation matrix; The rotation matrix; The scale matrix; Combining matrices; What does it all mean?; Positioning the cube; Time for action - randomly positioning the cube; Catching the cube; Time for action - catching the cube; Summary; Chapter 5:Tank Battles - A War-torn Land; Creating the project; Time for action - creating the Tank Battles project; An arc-ball camera; Time for action - the ArcBallCamera class - part 1 Time for action - finishing the ArcBallCamera classBuilding the playfield; Height maps; Generating the terrain; Time for action - generating terrain; Height data; Time for action - adding the ReadHeightMap() method; Building vertices; Time for action - adding the BuildVertexBuffer() method; Building the indices; Time for action - the buildIndexBuffer() method; Let's see the terrain already!; Time for action - drawing the terrain; Adding texture - a gentle introduction to HLSL; Declaring variables; Time for action - HLSL declarations; The vertex shader structures Time for action - Vertex Shader Input and Output definition |
Record Nr. | UNINA-9910819921303321 |
Jaegers Kurt
![]() |
||
Birmingham, : Packt Publishing, 2012 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|