Conclusion

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In this chapter, we covered all the commands (and the code to use them) you need to create the framework of a Direct3D Immediate Mode application. You can reuse this code for any applications you develop in the future, so be sure to take the time to understand it thoroughly.

Combining the code from Chapters 2 and 3 and this chapter, we now have an application that runs in the Windows environment, determines what DirectX features are supported in both hardware and software, supports multiple buffers for rendering (front buffer, back buffer, and z-buffer plus flipping chains), and selects the best 3D device available on the target system. If the system has more than one 3D accelerator, you now know how to make sure you select the best one (or more than one of you want to run in multimon mode). You can also now easily switch between any available devices and display modes.

In Chapter 5, we'll turn to the topic of Direct3D vertices and how they are transformed and lit.



Inside Direct3D
Inside Direct3D (Dv-Mps Inside)
ISBN: 0735606137
EAN: 2147483647
Year: 1999
Pages: 131

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