Table of contents of Part I

 

Introduction............................................................................................................... 5

Part I. Effects in 2D-games and applications................................................. 8

Chapter 1. Required software, selection of graphics card and

classification of games................................................................................................ 8

Chapter 2. Test application of type XNA Game Studio 4.0 and

methods of management of application...................................................................... 14

Chapter 3. Methods of check of support of shaders by graphics card of computer

with one or several processors, and also definition of frequency of frames.................. 33

Chapter 4. Methods of use of out-of-date graphics card with support of

shaders of version 1.1.............................................................................................. 37

Chapter 5. Methods of output on screen of frequency of frames................................ 39

Chapter 6. Methods of converting the application of type Windows Game

in type Xbox 360, creation of new application of type Xbox 360 and

account of distinctions between these types............................................................... 43

Chapter 7. Definitions of shaders.............................................................................. 48

Chapter 8. Base effect-file with shaders for programming of

two-dimensional images........................................................................................... 59

Chapter 9. Base effect-file with shaders for programming of

three dimensional images.......................................................................................... 63

Chapter 10. Zharkov's classification of effects on basis of shaders............................. 76

Chapter 11. My first shaders for programming the effect of coloring

the motionless and mobile polygons on triangle example............................................ 82

Chapter 12. Methods of texturing the rotating polygons on triangle example............. 107

Chapter 13. Methods of programming the effect of coloring the flying polygons

on triangle example................................................................................................ 119

Chapter 14. Object image of type of flying butterfly with wings from triangles.......... 134

Chapter 15. Methods of texturing the flying polygons on triangle example................ 142

Chapter 16. My first shaders for programming the effect of coloring

the motionless and mobile polygons on quadrangle example.................................... 152

Chapter 17. Methods of texturing the rotating polygons on

quadrangle example............................................................................................... 173

Chapter 18. Methods of programming the effect of coloring the flying polygons

on quadrangle example........................................................................................... 185

Chapter 19. Methods of texturing the flying polygons on quadrangle example.......... 201

Chapter 20. Variant of texturing the polygons on quadrangle example...................... 212

Chapter 21. Methods of draw of sprites and texts by means of shaders................... 219

Chapter 22. Methods of programming the sprites with effects of refraction,

 desaturate, disappear and normalmap.................................................................... 228

Chapter 23. Variant of use of Gaussian blur for image............................................. 244

Chapter 24. Methods of imposing one texture on another on billboard..................... 260

Chapter 25. Step-by-step instruction on programming the NetRumble game

for several players, connected through local network or Internet.............................. 275

Conclusion............................................................................................................. 298

Description of contents of disk and use scheme....................................................... 300

Literature............................................................................................................... 301