PREFACE
One of the greatest things about being in the computer graphics industry is the sheer helpfulness of people. Almost without fail people are willing to help each other out, overcome difficulties, and take the time to share experiences, successes, and failures.
I got the idea for this book when I was chatting with Phil Taylor,1 the product manager of the DirectX SDK team at Microsoft. He was his usual ebullient self, going on about the new “shader” stuff that was coming out with the next version of DirectX. He was also lamenting about how tough it was to get people to understand what the advantage of shaders was, particularly when using textures as data. At one point, he said something like, “I mean, it’s not an image, it’s just a matrix ...
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