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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
What Is a Direct3D Device?
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Direct3D Device Types
Device Interfaces
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Device States
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Render States
About Render States
Current Texture
Antialiasing States
Texture Addressing State
Texture Wrapping State
Texture Borders
Texture Perspective State
Texture Filtering State
Outline and Fill States
Shading State
Fog States
Alpha-Blending States
Alpha-Testing States
Texture Blending State
Culling State
Depth Buffering State
Ramp State
Subpixel Correction State
Plane Masking State
Color Keying State
Render Command Batching State
Stencil Buffer State
Primitive Clipping State
Lighting State
Extent Update State
Ambient Lighting State
Per-vertex Color States
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State Blocks
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Using Devices
AGP Surfaces and 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
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