The C-Graphics Handbook
This is a basic handbook of the latest techniques in creating graphics programmes in C and C++. It is intended for all levels of programmers - beginner to professional. Many of the algorithms included are new and faster. The main focus of this book is on VGA and super VGA cards, and how to use them to produce high resolution pictures. The book describes the hardware that comprises the display adapter cards from the point of view of how the hardware imposes varying programming constraints. From this, the reader will have a good idea of what can be done with each display adapter type. A variety of topics are included to meet the requirements of all levels of programmers, such as: clipping techniques; improving 3D graphics in C++; new techniques for plotting pixels in 16 colour models; drawing horizontal and vertical lines in both 16 and 256 colour modes; new, faster algorithm for filling polygons and rounded rectangles; sample programmes for ROM BIOS services in C, and a disk of the C source code within the text.
- Paperback | 824 pages
- 190.5 x 236.22 x 45.72mm | 1,383.45g
- 01 Oct 1992
- Elsevier Science Publishing Co Inc
- Academic Press Inc
- San Diego, United States
Table of contents
How display adapter card hardware works; display adapter card registers; extended registers for super VGA cards; how to set up display modes; plotting a pixel on the screen; lines and rectangles; undocumented display modes - how to create and use them; using extended super VGA modes; the ROM BIOS video services and how to use them; graphics functions for the Hercules adapter; system and display coordinates and how they interact; clipping techniques; fast drawing and filling polygons and rounded rectangles; drawing and filling circles and ellipses; drawing and filling circular and elliptic arcs; Bezier and B-spline curves; coordinate rotation and translation; anti-aliasing with the Edsun Laboratories chip; displaying text in the graphics modes; projecting three-dimensional pictures on the screen; solid modelling techniques; improving 3D graphics with C++; techniques for over-writing without losing graphics displays; data compression of graphic screen data; saving and restoring displays with the PCX format; saving and restoring displays with the IMG format; saving and restoring displays with the GIF format; saving and restoring displays with the TIF format.