Understanding Chess Move by Move by John Nunn

By John Nunn

John Nunn is without doubt one of the such a lot extremely popular chess writers on this planet. He has rigorously chosen thirty glossy video games to aid the reader comprehend an important facets of chess and to demonstrate glossy chess ideas in motion. nearly each circulate is defined utilizing phrases that everybody can comprehend. Jargon is kept away from so far as attainable. just about all the examples are taken from the Nineteen Nineties and express how key principles are dealt with by means of the grandmasters of this day. The emphasis is on normal rules that readers could be capable of use of their personal video games, and unique research is simply given the place it will be significant. every one online game includes many classes, yet to steer the reader throughout the most crucial principles in each one section of the sport, the thirty video games are grouped thematically into these highlighting beginning, middlegame and endgame topics.

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For texture unit 0, this is equivalent to the primary color. GL_TEXTUREi_ARB The filtered texel color from the ith texture unit. The texture environment operations to be performed on the RGB and alpha portions of the incoming fragment color are established just as they are using the GL_ARB_ texture_env_combine extension, except that GL_SOURCE3_RGB_NV, GL_SOURCE3_ ALPHA_NV, GL_OPERAND3_RGB_NV, and GL_OPERAND3_ALPHA_NV are now accepted by the pname parameter of the glTexEnv{if}[v] function. 3. 1 are scaled by the values of GL_RGB_SCALE_ARB and GL_ALPHA_SCALE.

When the glTexEnv{if}[v] function is called with the pname parameter set to GL_COMBINE_ RGB_ARB and the params parameter set to GL_DOT3_RGB_ARB or GL_DOT3_RGBA_ARB, a dot product d between the source input colors a0 and a1 is calculated as follows. 1) The dot product d is scaled by the value of GL_RGB_SCALE_ARB for the associated texture environment. If the GL_DOT3_RGB_ARB operation is used, then the alpha component of the result is calculated normally using the independent operation specified with GL_COMBINE_ALPHA_ ARB.

Description The glMultiTexCoord{1234}{sifd}[v]ARB function sets the current texture coordinates for the texture unit indicated by the texture parameter. If fewer than four coordinates are specified, then the t, r, and q coordinates are implied to be 0, 0, and 1, respectively. Hence, calling the glMultiTexCoord1{sifd}[v]ARB function sets the current texture coordinates to 〈s,0,0,1〉, calling the glMultiTexCoord2{sifd}[v]ARB function sets the current texture coordinates to 〈s,t,0,1〉, and calling the glMultiTexCoord3{sifd}[v]ARB function sets the current texture coordinates to 〈s,t,r,1〉.

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