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
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Vertex Formats
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Textures
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Basic Texturing Concepts
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Texture Handles
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Texture Interfaces
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Texture Filtering
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Texture Wrapping
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Texture Blending
Alpha Texture Blending
Multipass Texture Blending
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Multiple Texture Blending
Legacy Blending Modes and Texture Stages
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Light Mapping With Textures
Monochrome Light Maps
Color Light Maps
Specular Light Maps
Diffuse Light Maps
Texture Compression
Automatic Texture Management
Hardware Considerations for Texturing
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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