Direct3D Execute-Buffer Tutorial

To create a Direct3D Immediate-Mode application based on execute buffers, you create DirectDraw and Direct3D objects, set render states, fill execute buffers, and execute those buffers.

This section includes a simple Immediate-Mode application that draws a single, rotating, Gouraud-shaded triangle. The triangle is drawn in a window whose size is fixed. For code clarity, we have chosen not to address a number of issues in this sample. For example, full-screen operation, resizing the window, and texture mapping are not included. Furthermore, we have not included some optimizations when their inclusion would have made the code more obscure. Code comments highlight the places in which we did not implement a common optimization.

·Definitions, Prototypes, and Globals

·Enumerating Direct3D Devices

·Creating Objects and Interfaces

·Creating the Scene

·Filling the Execute Buffer

·Animating the Scene

·Rendering

·Working with Matrices

·Restoring and Redrawing

·Releasing Objects

·Error Checking

·Converting Bit Depths

·Main Window Procedure

·WinMain Function