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
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The Geometry Pipeline
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Lighting and Materials
Introduction to Lighting and Materials
The Direct3D Light Model vs. Nature
Color Values for Lights and Materials
Direct Light vs. Ambient Light
Enabling and Disabling the Lighting Engine
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Lights
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Materials
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The Mathematics of Direct3D Lighting
Light Attenuation Over Distance
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Reflectance Model
Spotlight Falloff Model
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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