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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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Basic Texturing Concepts
What Is a Texture?
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Texture Addressing Modes
What Are Texture Addressing Modes?
About the Wrap Texture Address Mode
About the Mirror Texture Address Mode
About the Clamp Texture Address Mode
About the Border Color Texture Address Mode
Setting and Retrieving Texture Addressing Modes
Texture Addressing Modes and Texture Wrapping
Device Limitations for Texture Addressing
Texture Interfaces and Texture Handles
Palettized Textures
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Texture Coordinates
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Texture Surface Objects
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Texture Filtering
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Texture Wrapping
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Texture Blending
Texture Compression
Automatic Texture Management
Hardware Considerations for Texturing
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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