In Brief

In this chapter, we learned how to pick the right graphics device for our applications. The items covered included

  • Enumerating each adapter on your system

  • Enumerating formats supported for your device

  • Detecting the capabilities of the devices we are enumerating

In our next chapter we'll begin covering more efficient ways of rendering geometry, plus texturing for even more realistic scenes.



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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