Conclusion

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In this chapter, we covered all the DirectDraw functionality you need to understand to set up standard Direct3D-based applications. I realize the chapter includes a great deal of code, but you can use this code for all the DirectDraw and Direct3D applications you develop in the future. You'll be in good shape if you remember the steps involved in setting up a DirectDraw-based program. You'll still need to know a lot more about DirectDraw if you want to create textures for 3D objects, support AVI (a video file can be played on a DirectDraw surface), or offer a multitude of other capabilities, but this chapter has given you a good foundation on which to build. We'll get to many of the DirectDraw's advanced features in later chapters.

In Chapter 4, you'll see all the code you'll need to set up your first basic 3D application. So let's dig into Direct3D, the reason you're reading this book!



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

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