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Game Development DarkBASIC Pro Game Programming, 2nd edition
Game Development JUST FLIGHT C130 HERCULES (2010)
Game Development Scooby-Doo! And The Spooky Swamp (Wii/USA)
Game Development Air Offensive: The Art of Flying
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Game Development JUST FLIGHT C130 HERCULES (2010)
Game Development Scooby-Doo! And The Spooky Swamp (Wii/USA)
Game Development Air Offensive: The Art of Flying
Game Development Iron Aces: Heroes of WWII
Game Development God OF War 3 [PS3]
Game Development FUEL (PS3/JB)
Game Development Sonic Adventure (XBOX360)
Game Development [PSP] Tomb Raider Anniversary (2007)
Game Development [PSP] Tom Clancy's Rainbow Six Vegas (2007)
Game Development [PSP] TMNT (2007)
Game Development Transformers: The Game (Rip)
Game Development Dr. Despicable's Dastardly Deeds (Intel Full)
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Game Development Graphics Shaders: Theory and Practice
Posted on 2010-03-17
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Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It will complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them. About the Author Mike Bailey is a Professor in Computer Science at Oregon State University. His areas of interest include scientific visualization, high performance computer graphics, GPU programming, solid freeform fabrication, geometric modeling, and computer aided design and analysis. He received his PhD from Purdue University and has worked in industry and taught at several universities. Steve Cunningham is Professor Emeritus in Computer Science, California State University Stanislaus. He has served as ACM SIGGRAPH President and has been a member of the Eurographics Executive Board and the ACM SIGCSE Executive Committee. He has authored, co-authored, or co-edited seven books, mostly on computer graphics related topics, including a recent textbook for a beginning computer graphics course.
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