▼
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
What Is Environment Mapping?
▶
Cubic Environment Mapping
▼
Spherical Environment Mapping
What Are Spherical Environment Maps?
Texture Coordinates for Spherical Environment Maps
Applying Spherical Environment Maps
▶
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