• ▼Microsoft DirectX 7.0
    • Legal Information
    • ▶Introducing DirectX Foundation
    • ▼Direct3D
      • ▼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 7.0
          • ▶Direct3D and DirectDraw
          • ▶Direct3D Devices
          • ▶Geometry Pipeline
          • ▶Lighting and Materials
          • ▶Vertex Formats
          • ▶Textures
          • ▶Depth Buffers
          • ▶Stencil Buffers
          • ▶Vertex Buffers
          • ▼Common Techniques and Special Effects
            • ▶Fog
            • ▶Geometry Blending
            • ▶User-defined Clip Planes
            • ▶Environment Mapping
            • ▶Bump Mapping
            • Billboarding
            • Clouds, Smoke, and Vapor Trails
            • Fire, Flares, Explosions, and More
            • Motion Blur
            • ▶Stencil Buffer Techniques
            • Colored Lights
            • ▶Antialiasing
          • GUIDs
          • ▶Performance Optimization
          • ▶Troubleshooting
        • ▶Direct3D Immediate Mode Tutorials
        • ▶Direct3D Immediate Mode Reference
        • ▶Direct3D Immediate Mode Tools and Samples
      • ▶Direct3DX Utility Library [C++]
      • Direct3D Retained Mode Documentation
    • ▶DirectDraw
    • ▶DirectInput
    • ▶DirectMusic
    • ▶DirectPlay
    • ▶DirectSetup
    • ▶DirectSound
    • ▶Glossary
    • ▶Appendix