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Direct3D Immediate Mode is made up of a series of objects. When programming with C++, you work directly with these objects to manipulate your virtual world and build a Direct3D application. A Visual Basic application ultimately accesses these objects as well, although DirectX for Visual Basic exposes a slightly different object model.
Create a DirectDraw object that can support the newest Direct3D interface by calling the DirectDrawCreateEx function. For more information, see Direct3D Interfaces.
A DirectDrawSurface object that was created with texture-mapping capabilities contains the bitmap(s) that your Direct3D application uses for texturing objects in a scene. Applications use a pointer to the surface's IDirectDrawSurface7 interface to identify the texture to Direct3D. Applications create a texture and retrieve its interface pointer by calling the IDirectDraw7::CreateSurface method. (This is a change from the method by which applications previously created textures, retrieving the IDirect3DTexture2 interface for the surface by calling the IUnknown::QueryInterface method, and specifying the IID_IDirect3DTexture2 reference identifier.)
For more information, see Textures.
Unlike its predecessors, a device object that exposes the IDirect3DDevice7 interface does not employ separate objects for materials, lights, and viewports; these objects are effectively obsolete with DirectX 7.0. Rather, the new interface includes methods that provides the functionality of these legacy objects as part of the internal data structures for the device.
For more information, see Vertex Buffers.
DirectX for Visual Basic exposes the following classes for Direct3D Immediate Mode programming:
For more information, see Vertex Buffers.