I think the plagiarism of this book:
On Sunday, I went to the Provincial Library and borrowed a DirectX programming book DirectX game programming (edited by Zhou Guoqing's Chen Hong Feng renguo, it seems to be new. The new frame mounting and cover design make people feel bright and don't hesitate. Quick browsing at night, but the more you get familiar with it, the more you see it. Most of the illustrations have been seen. It seems like this is the case in another book, it may be that I borrowed some chapters. Now I may have written a book in different ways. Let's take a look.
Hmm? Why is there a feeling of deja vu? Take another book borrowed half a month ago, Frank D. luna's book DirectX 9.0 3D Game Development Programming BASICS (Frank D. luna translated by Duan Fei! For more information, see the same sections. There are only a few different illustrations! I also thought about whether two Chinese people have translated the same book? However, I don't think so. The original author's name is clearly printed on the cover translated by Duan Fei, and the book "edited" by Zhou Guoqing, Chen Hong, and Feng renguo, frank D. the name of Luna is not mentioned. The name and author name of this book are not mentioned in the references below. Haha, I can only lament the character of the author, the level of Responsible editors, and even the quality of management of the publishing house!
Which publishing house did you find out?
What? The two books are from the same publishing house-Tsinghua University Press! There are also anti-counterfeit labels for the watermark image!
Did I borrow a pirated book? Shanzhai goods? Tap the water from the water dispenser and paste it on the label! The figure is gone and becomes all blue! That's right!
Let's take a look at its responsible editor: Zhang Yanqing song Yanqing
Coincidentally, the cover design of the two books is called Yang Yulan, and it should be the same person.
I checked on amazon: the original article is Introduction to 3D Game Programming with DirectX 9.0 (Wordware Game and Graphics Library) by Frank D. Luna
The original album art is like this:
The album art translated by Duan Fei is:
So I think this book is a copy of Frank D. luna's book <DirectX 9.0 3D Game Development Programming basics>-(us) Frank D. luna's translated text by Duan Fei has all the original author's names deleted. Could you give me an explanation!
Below I will list the directories of these three books for your reference:
Suspected Attacker: DirectX game programming (edited by Zhou Guoqing Chen Hong Feng renguo) directory:
Part 1 Essential mathematical knowledge
Chapter 2 Basic Mathematical Concepts
Part 1 Basic direct3d knowledge
Chapter 3 direct3d Initialization
Chapter 2 render Pipeline
Chapter 1 drawing a graph in direct3d
Chapter 2 color
Chapter 2 illumination
Chapter 2 texture
Chapter 2 hybrid technology
Chapter 4 template Buffer
Part 1 direct3d applications
Chapter 2 Text Processing
Chapter 2 grid (1)
Chapter 2 grid (2)
Chapter 4 construct a flexible Camera class
Chapter 2 Basic terrain rendering
Chapter 1 Particle System
Chapter 2
Part 1 shader and special effects
Chapter 2 Introduction to advanced shader
Chapter 2 Introduction to vertex shader
Chapter 2 Introduction to pixel shader
Chapter 5 Special effects framework)
Appendix a introduction to windows Programming
References
The original directory can be viewed on this URL:
Http://www.amazon.com/Introduction-Programming-DirectX-Wordware-Graphics/dp/1556229135/ref=sr_1_2? S = books & ie = UTF8 & qid = 1281884475 & sr = 1-2 # reader_1556229135
The contents of DirectX 9.0 3D Game Development Programming basics translated by Duan Fei:
Part I Basic Knowledge
Essential mathematical knowledge
Vectors in 3D space
Matrix
Basic Transformation
Plane (optional read)
Ray (optional read)
Summary
Part II Direct3D Basics
Chapter 4 initialize Direct3D
1.1 Direct3D Overview
1.2 COM (Component Object Model)
1.3 prerequisites
1.4 Direct3D Initialization
1.5 routine: Direct3D Initialization
Conclusion 1.6
Chapter 1 assembly line
2.1 Model Representation
2.2 virtual camera
2.3 draw Pipeline
Conclusion 2.4
Chapter 2 drawing in Direct3D
3.1 vertex cache and index Cache
3.2 draw status
3.3 preparations for drawing
3.4 use vertex cache and index cache for rendering
3.5 D3DX ry
3.6 routine: triangle, cube, teapot, D3DXCreate *
Conclusion 3.7
Chapter 2 color
4.1 Color Representation
4.2 vertex color
4.3 coloring
4.4 routines: colored triangles
Conclusion 4.5
Chapter 2 illumination
Composition of 5.1 illumination
5.2 Material
5.3 vertex normal
5.4 Light Source
5.5 routine: Illumination
5.6 some additional routines
Conclusion 5.7
Chapter 2 texture ing
6.1 texture coordinates
6.2 create and enable textures
6.3 texture Filter
6.4 Multi-Level Progressive texture
6.5 addressing mode
6.6 routine: texture Quadrilateral
Conclusion 6.7
Chapter 4 Integration Technology
7.1 fusion Equation
7.2 fusion factor
7.3 transparency
7.4 use DirectX Texture Tool to create an Alpha Channel
7.5 routine: transparent
Conclusion 7.6
Chapter 4 Template
8.1 use of template Cache
8.2 routine: mirror effect
8.3 routine: Planer Shadows
Conclusion 8.4
Part III Direct3D Application
Chapter 4 font
Chapter 1 grid (1)
Chapter 2 grid (II)
Chapter 2 design a flexible Camera class
Chapter 2 terrain rendering Basics
Chapter 1 Particle System
Chapter 4 pickup
Part IV coloring ERs and Effects
Chapter 2 advanced coloring language (HLSL)
Chapter 4 Introduction to vertex shader
Chapter 2 pixel coloring er
Chapter 4 Performance Framework
Appendix Windows programming Basics
References