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History

11/26/2006 7:29:08 AM
-213.165.161.236
11/22/2006 4:02:52 PM
-213.165.161.236
11/21/2006 3:21:01 AM
-213.165.161.236
7/24/2006 10:26:03 PM
203.202.5.28
7/4/2006 7:21:26 AM
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Direct3 D Tutorial Index
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Navigation

HomePage -> Managed Direct3D Tutorial

Translations

Managed Direct3D Tutorial (In Afrikaans) Managed Direct3D Tutorial Series, translated into Afrikaans
Managed Direct3D Tutorial (In Danish) Managed Direct3D Tutorial Series, translated into Danish
Managed Direct3D Tutorial (In French) Managed Direct3D Tutorial Series, translated into French
Managed Direct3D Tutorial (In Italian) Managed Direct3D Tutorial Series, translated into Italian

Articles

01 Managed Direct3D - The Game Loop Talks about the basic high-level structure of a Direct3D application.
02 InitializeGraphics Examines the initialization code needed to get a Direct3D program up and running.
03 Rendering Basics Talks about the basic rendering process, including how to do the absolute basics of drawing a 3D scene: clearing the screen.
04 Creating a VertexBuffer Talks about how to create a VertexBuffer, which is the last prerequisite to being able to draw arbitrary shapes.
05 Rendering with a VertexBuffer Talks about how to actually get a VertexBuffer to draw something onto the screen.
06 Coordinate Systems and Transforms Talks about the various coordinate systems involved in rendering in three dimensions, and the transforms that move objects from one coordinate system to another. Assumes basic matrix math knowledge.
07 Rendering in Three Dimensions Talks about how to actually draw things in three dimensons.
08 Lighting Basics Talks about the basics of the Direct3D lighting model.
09 Texture Basics Discusses the basics of how to work with textures in Direct3D. Textures let you apply arbitrary patterns to the surface of your triangles.
10 Materials Basics Materials are an alternate way of giving objects color. But they also allow us to specify additional properties, such as specularity. We'll talk about how to work with Direct3D materials.
11 Z-Buffers Getting a 3D scene to look right means making sure that things that are closer to the viewer cover up things that farther away. The easiest way to achieve this in Direct3D is to use something called a Z-Buffer. In this article we'll talk about how to get Direct3D to set up and maintain a Z-Buffer.
12 Mesh Basics Meshes allow us to move beyond manipulating individual vertices to working with whole objects, and as such are a major part of Direct3D. In this article, we'll look at the basics of how to load and render a mesh from a .x file.
13 Device Recovery The Direct3D device can become lost due to a variety of events - screen savers kicking in, computers being locked, or machines going into standby. In this tutorial, we'll see how to gracefully deal with these events.
14 Index Buffers Index buffers are both an important performance optimization and a integral part of how Direct3D Mesh objects work. In this tutorial we'll see how to construct and use an IndexBuffer.
15 Creating a Mesh In this article, we discuss how to dynamically create and render a Mesh object. We also briefly cover wireframe rendering and z-bias.
16 Fonts In this article, we talk about how to display both 2D and 3D text.

Miscellany

I haven't updated the tutorial in a long, long time. I am unlikely to do so any time soon. Nevertheless, I still get a fair amount of questions on it. Should I ever wind up working on it again (maybe when I retire ) I don't want to lose track of this good feedback. So I've created ReaderComments as a "parking lot" for feedback that I have yet to incorporate.

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