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Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's previous writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr. Dobb's Journal). Much of the focus of this book is on profiling and code testing, as well as performance optimization. It also explores much of the technology behind the Doom and Quake 3-D games, and 3-D graphics problems such as texture mapping, hidden surface removal, and the like. Thanks to Michael for making this book available.
The full text of the book is available here in PDF format. Due to the book's length, we've made each chapter available separately. The files are large, so we don't recommend reading them online. We suggest downloading them first (right-click on the link). You may want to start by downloading the Cover, Table of Contents, Introduction, Part 1 Opening Page, and Part 2 Opening Page. Then download any chapters you want.
If you keep all files in the same directory, the "Previous" and "Next" links at the beginning and end of each chapter will work (provided you have downloaded those chapters).
NOTE: Each chapter also has a "Home" link at its beginning and end. This link does not work: the PDF files were taken from a larger CD-ROM collection, and this link is now out of context. Due to the nature of these files, we were unable to remove the link. We apologize for the inconvenience.