In my press release earlier today i’ve announced two new books. Well, one book and one booklet. I’ve decided to include a more detailed description of my book taken from www.ParadoxalPress.com.
Also note that Paradoxal Press is conducting a pre-order special. If you pre-order The Complete Effect and HLSL Guide now, you get a special price of 29.99 and in addition, free shipping and a free copy of The Complete HLSL Reference.
Below is the information for The Complete HLSL Reference…
The COMPLETE HLSL Reference is a small format (3”x6”) spiral-bound booklet intended to be a complete quick reference for assembly and HLSL shader developers. The reference includes a complete overview of all vertex and pixel shader assembly instructions, up to shader model 3.0, complete with parameter description and performance considerations. In addition, the booklet also includes a complete overview of all the HLSL intrinsic functions complete with a description of their functionality, parameter information and performance considerations.
- Small format and spiral-bound so it can be affixed to the side of your computer monitor for quick reference.
- Complete reference of all vertex and pixel shader instruction with descriptions, parameter information and performance considerationd.
- Complete reference to all the HLSL instrinsic function along with description, parameter information and performance considerations.
- Covers all shader models including 3.0.
Sebastien St-Laurent holds a degree in Computer Engineering from Sherbrooke University in Quebec (Canada) where he graduated at top of his class in 1999. Since then, he worked on many video game titles including: Space Invaders, Dave Mira Freestyle BMX, Dave Mira Freestyle BMX2, Aggressive Inline, BMX XXX. Sebastien is now currently employed with the Microsoft Corporation where he is a graphics developer for the Microsoft Game Studios. Sebastien St-Laurent is also a published author who has written “Shaders for Game Programmers and Artists” and is currently working on his next title and doing some editorial work for the upcoming ShaderX4 book.
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