Legal Information
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Introducing DirectX 6.1
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DirectX Foundation
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DirectDraw
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DirectSound
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DirectMusic
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Direct3D Immediate Mode
About Direct3D Immediate Mode
Why Use Direct3D Immediate Mode?
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Getting Started with Immediate Mode
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Direct3D Immediate Mode Architecture
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Direct3D Immediate Mode Essentials
Immediate Mode Changes for DirectX 6.0
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Direct3D and DirectDraw
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Direct3D Devices
What Is a Direct3D Device?
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Direct3D Device Types
Device Interfaces
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Using Devices
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Enumerating Direct3D Devices
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Creating a Direct3D Device
Setting Transformations
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Rendering
About Rendering
Beginning and Ending a Scene
Clearing Surfaces
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Rendering Primitives
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Primitive Types
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Render States
About Render States
Current Texture
Antialiasing States
Texture Addressing State
Texture Wrapping State
Texture Borders
Texture Perspective State
Texture Filtering State
Outline and Fill States
Shading State
Fog State
Alpha States
Texture Blending State
Culling State
Depth Buffering State
Ramp State
Subpixel Correction State
Plane Masking State
Color Keying State
Render Command Batching State
Stencil Buffer State
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Lighting States
Emulation Modes
AGP Surfaces and Direct3D Devices
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Execute Buffers
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The Geometry Pipeline
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Lighting and Materials
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Vertex Formats
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Textures
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Depth Buffers
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Stencil Buffers
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Vertex Buffers
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Common Techniques and Special Effects
GUIDs
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Performance Optimization
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Troubleshooting
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Direct3D Immediate Mode Tutorials
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Direct3D Immediate Mode Reference
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Direct3D Immediate Mode Samples
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DirectInput
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DirectSetup
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AutoPlay
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Glossary
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DirectX Media