• ▼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
            • ▼Basic Texturing Concepts
              • What Is a Texture?
              • ▶Texture Addressing Modes
              • Texture Interfaces and Texture Handles
              • Palettized Textures
            • ▶Texture Coordinates
            • ▶Texture Surface Objects
            • ▶Texture Filtering
            • ▶Texture Wrapping
            • ▶Texture Blending
            • Texture Compression
            • Automatic Texture Management
            • Hardware Considerations for Texturing
          • ▶Depth Buffers
          • ▶Stencil Buffers
          • ▶Vertex Buffers
          • ▶Common Techniques and Special Effects
          • 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