In Brief

In this chapter, our applications started using much more efficient rendering techniques, for example

  • Using vertex buffers to store our vertex data, and drawing multiple primitives from the same buffer

  • Creating textures for more realistic objects

  • Including data in our vertex buffer to tell Direct3D where to render the texture on the primitives

In the next chapter we will begin discussing more advanced rendering techniques, including using index buffers, using other primitive types, and using depth buffers.



Managed DirectX 9 Graphics and Game Programming, Kick Start
Managed DirectX 9 Kick Start: Graphics and Game Programming
ISBN: B003D7JUW6
EAN: N/A
Year: 2002
Pages: 180
Authors: Tom Miller

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net