Conclusion

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In this chapter, you've seen all the basic Windows code you'll need to create a DirectX application. This code should handle any messages you typically need to be concerned about. If you choose to, you can dig further into Windows programming by picking up a book focused specifically on that topic, such as Programming Windows, by Charles Petzold (5th ed., Microsoft Press, 1999) and Programming Applications for Microsoft Windows, by Jeffrey Richter (4th ed., Microsoft Press, 1999). But you should now have all you need to start concentrating on the code for 3D applications.

In Chapter 3, I'll explain the first aspect of DirectX you'll need to deal with to create a Direct3D-based application: DirectDraw. As you read in Chapter 1, DirectDraw is used for a number of critical things such as handling the primary and secondary display devices, page flipping, and so on. In Chapter 3, we'll walk through all the code necessary to use DirectDraw in your application. You'll then be ready to begin creating your 3D scene for viewing and animation.



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

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