• 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
        • ▼The Geometry Pipeline
          • Overview of the Pipeline
          • ▶The World Transformation
          • ▶The View Transformation
          • ▼The Projection Transformation
            • The Viewing Frustum
            • What Is the Projection Transformation?
            • Setting Up a Projection Matrix
            • A W-Friendly Projection Matrix
          • ▶Viewports and Clipping
          • The Rasterizer
        • ▶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