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Microsoft DirectX 7.0
Legal Information
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Introducing DirectX Foundation
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Direct3D
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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 7.0
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Direct3D and DirectDraw
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Direct3D Devices
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Geometry Pipeline
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Lighting and Materials
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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
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Fog
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Geometry Blending
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User-defined Clip Planes
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Environment Mapping
What Is Environment Mapping?
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Cubic Environment Mapping
What Are Cubic Environment Maps?
Creating Cubic-Environment Map Surfaces
Accessing Cubic Environment Map Faces
Mipmapped Cubic Environment Maps
Rendering to Cubic Environment Maps
Texture Coordinates for Cubic Environment Maps
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Spherical Environment Mapping
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Bump Mapping
Billboarding
Clouds, Smoke, and Vapor Trails
Fire, Flares, Explosions, and More
Motion Blur
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Stencil Buffer Techniques
Colored Lights
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Antialiasing
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 Tools and Samples
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Direct3DX Utility Library [C++]
Direct3D Retained Mode Documentation
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DirectDraw
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DirectInput
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DirectMusic
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DirectPlay
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DirectSetup
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DirectSound
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Glossary
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Appendix