• Legal Information
  • ▶DirectX Software Development Kit
  • ▼DirectX Graphics
    • ▼Direct3D 9
      • Converting to Direct3D 9
      • ▼Programming Guide
        • ▼Getting Started
          • Direct3D Architecture
          • ▼Direct3D Devices
            • Device Types
            • Creating a Device
            • Windowed vs Full-Screen Mode
            • Selecting a Device
            • Lost Devices
            • Determining Hardware Support
            • Processing Vertex Data
            • ▶Primitives
            • ▼States
              • ▶State Blocks Save and Restore State
              • ▼Render States
                • Alpha Blending State
                • Alpha Testing State
                • Ambient Lighting State
                • Antialiasing State
                • Culling State
                • Depth Buffering State
                • Fog State
                • Lighting State
                • Outline and Fill State
                • Per-Vertex Color State
                • Primitive Clipping State
                • Shading State
                • Stencil Buffer State
                • Texture Wrapping State
          • ▶Direct3D Resources
          • ▶Coordinate Systems and Geometry
          • ▶Transforms
          • Viewports and Clipping
          • ▶Lights and Materials
          • ▶Direct3D Rendering
          • ▶Direct3D Surfaces
          • ▶Direct3D Textures
          • ▶D3DX
          • ▶X Files (Legacy)
        • ▶DXUT Programming Guide
        • ▶HLSL Shaders
        • ▶Effects
        • ▶Advanced Topics
        • ▶Programming Tips
      • ▶Graphics Tools
      • ▶Tutorials and Samples
      • ▶Reference
  • ▶DirectX Input
  • ▶DirectX Audio
  • ▶DirectX SDK Technical Articles
  • Glossary
  • ▶DirectX SDK
  • ▶DirectMusic
  • ▶DirectPlay