• Legal Information
  • ▶Introducing DirectX 6.1
  • ▼DirectX Foundation
    • ▶DirectDraw
    • ▶DirectSound
    • ▶DirectMusic
    • ▼Direct3D Immediate Mode
      • About Direct3D Immediate Mode
      • Why Use Direct3D Immediate Mode?
      • ▶Getting Started with Immediate Mode
      • ▶Direct3D Immediate Mode Architecture
      • ▼Direct3D Immediate Mode Essentials
        • Immediate Mode Changes for DirectX 6.0
        • ▶Direct3D and DirectDraw
        • ▼Direct3D Devices
          • What Is a Direct3D Device?
          • ▶Direct3D Device Types
          • Device Interfaces
          • ▶Using Devices
          • Emulation Modes
          • AGP Surfaces and Direct3D Devices
          • ▼Execute Buffers
            • About Execute Buffers
            • ▼Using Execute Buffers
              • Execute-Buffer Architecture
              • ▶Execute-Buffer Contents
              • Creating an Execute Buffer
              • Locking the Execute Buffer
              • ▶Filling the Execute Buffer
              • Unlocking the Execute Buffer
              • Executing the Execute Buffer
              • States and State Overrides
            • ▶Direct3D Execute-Buffer Tutorial
        • ▶The Geometry Pipeline
        • ▶Lighting and Materials
        • ▶Vertex Formats
        • ▶Textures
        • ▶Depth Buffers
        • ▶Stencil Buffers
        • ▶Vertex Buffers
        • ▶Common Techniques and Special Effects
        • GUIDs
        • ▶Performance Optimization
        • ▶Troubleshooting
      • ▶Direct3D Immediate Mode Tutorials
      • ▶Direct3D Immediate Mode Reference
      • ▶Direct3D Immediate Mode Samples
    • ▶DirectInput
    • ▶DirectSetup
    • ▶AutoPlay
    • ▶Glossary
  • ▶DirectX Media