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Graphics Programming In C by Roger T. Stevens

Rs. 405.00

Author: Roger T. Stevens

Features:

  • Language: English
  • Binding: Paperback
  • Publisher: BPB Publications
  • ISBN: 8170291747
  • Edition: 1993
  • Pages: 639
  • Dimension: 24 X 18.5 X 3 cm

Description:

This book details the fundamentals of graphics programming for the IBM PC and compatibles, teaching C programmers of all levels how to create compelling graphic images easily and efficiently.Through detailed discussions and sample programs you’ll gain the tools, techniques, and know-how to plot points on a screen, draw and fill a myriad of geometric shapes; create and move graphics cursors, design three- dimensional figures and much more.

  In addition, this book includes complete descriptions of CGA, VGA, EGA, and Hercules cards.It shows you know to compile a graphics library and explores the use of fractals for compressing graphic data. Packed with examples and sample programs, this book provides the information you need to explore the exciting field of computer graphics.And because it contains all of the source code, you can easily modify the functions to suit your specific needs.  

Table of contents:  

Chapter  1:       Introduction

Chapter  2:        Graphics and the C language

Chapter  3:        The color/graphics adapter and the Hercules graphics card

Chapter  4:        The Enhanced graphics adapter and the video graphics array

Chapter  5:        ROM BIOS video services

Chapter  6:        Using the ROM BIOS video services with C

Chapter  7:        Graphics functions for the Hercules graphics card

Chapter  8:        Displaying a point on the screen

Chapter  9:       Coordinate systems and clipping boundaries

Chapter 10:        Drawing lines and rectangles

Chapter 11:        Drawing ovals, circles and arcs

Chapter 12:        Drawing rounded rectangles and polygons

Chapter 13:        Drawing Bezier and B-spline curves

Chapter 14:        Translation and rotation

Chapter 15:       Generating graphics cursors

Chapter 16:        Using text in graphics displays

Chapter17:      Pop-up windows and menus                                 

Chapter 18:       Three-dimensional drawing

Chapter 19:       Shading three-dimensional figures

Chapter 20:       Creating a graphics library

Chapter 21:        Demonstration programs

Chapter 22:       Printing graphics displays

Chapter 23:       Fractals: The face of the future  

Appendix....