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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
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Direct3D Immediate Mode Tutorials
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Direct3D Immediate Mode C/C++ Tutorials
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Tutorial 1: Rendering a Single Triangle
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Tutorial 2: Adding a Depth Buffer
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Tutorial 3: Using Alternate Primitive Styles
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Tutorial 4: Using Device Enumeration
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Tutorial 5: Using Texture Maps
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Step 1: Prepare a Textured Surface
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Step 2: Create a Textured Surface
Step 2.1: Retrieve the Render Target
Step 2.2: Create the New Surface
Step 2.3: Copy to the Render Surface
Step 3: Render a Textured Primitive
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Direct3D Immediate Mode Visual Basic 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