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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
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Texture Coordinates
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Texture Surface Objects
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Texture Filtering
Nearest Point Sampling
Linear Texture Filtering
Anisotropic Texture Filtering
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Texture Filtering With Mipmaps
What Is a Mipmap?
Creating a Set of Mipmaps
Selecting and Displaying a Mipmap
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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