In Brief

In this chapter we talked in depth about the resources available in a Direct3D application and how they can be used, including

  • Static and dynamic resources

  • Updating the buffers included in meshes

  • Uses of the various locking flags

  • Using unsafe mode for maximum performance

In our next chapter, we will begin looking at the more complex mesh types available to us.



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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