In Brief

In this chapter we covered more advanced rendering techniques, including

  • Using index buffers to eliminate the need for duplicating vertices and lower our overall memory usage

  • The differences between each of the various primitive types and how to use each of them

  • Depth buffers, and how to use them

In the next chapter we will start rendering real objects loaded from files. It's time to move on to meshes.



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

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