DirectX Graphics |
Topic |
Author |
Description |
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2D in Direct3D using Textured Quads [Added: 7/31/2003]
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Eamonn Doherty
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This article is for people trying to make a 2D graphics engine using Direct3D 9. |
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2D Programming in a 3D World [Added: 6/16/2001]
|
George Geczy
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Focuses on how to use DirectX 8 for 2D games. |
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2D Rendering in DirectX 8 [Added: 7/6/2001]
|
Kelly Dempski
|
This article will present a framework for 2D rendering in DirectX 8 to ease the transition from DirectDraw to Direct3D. |
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A Non-Integer Power Function on the Pixel Shader [Added: 5/7/2003]
|
Phillippe Beaudoin and Juan Guardado
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Presents a simple shader trick that performs a good per pixel approximation of a non-integer power function. |
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An Overview of Microsoft's Direct3D 10 API [Added: 12/15/2005]
|
Jack Hoxley
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A high-level overview of Microsoft's upcoming evolution of Direct3D. |
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Direct3D 9.0 with SDL [Added: 5/17/2005]
|
Michael Conway
|
Illustrates how to use SDL instead of native Win32 to set up a Direct3D application. |
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DirectX 8 Graphics and Video: A Fresh Start [Added: 11/30/2000]
|
Toby Jones
|
DirectX 8 is easily the most significant update to the API yet. In this article, the author covers what's new and provides you with samples of how to use it. |
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DirectX Graphics for Visual Basic Part 1 [Added: 2/17/2001]
|
Jack Hoxley
|
The series begins with an introduction to using DirectX 8 in Visual Basic and created a simple Direct3D application. |
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DirectX Graphics for Visual Basic Part 2 [Added: 4/6/2001]
|
Jack Hoxley
|
The second installment in this series covers Direct3D essentials in Visual Basics, including geometry and vertex and index lists. |
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DirectXGraphics for Visual Basic Part 3 [Added: 12/31/2001]
|
Jack Hoxley
|
The final installment in this series covers using textures in Direct3D, loading 3D models from files, and using the Direct3D lighting engine.
|
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Dissecting Sprites in Direct3D [Added: 1/5/2002]
|
R. Parker
|
This article explores the inner workings of sprite drawing in DirectX 8. Using a low level approach, programmers can gain more control over their rendering code and address the shortcomings of any DirectX blitter. |
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Getting Rid of the Windows Message Pump & Solving the ALT-TAB Problem [Added: 12/5/2000]
|
Javier F. Otaegui
|
Discusses how to use multiple threads to avoid having to use a finite state machine and use a traditional linear programming model. Also covers how to suspend your game when it's not active. |
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Implementing Immediate Mode in Direct3D [Added: 7/13/2003]
|
Promit Roy
|
Covers the creation of a set of wrappers emulating OpenGL's immediate mode functions for use in porting or quickly prototyping code. |
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Implementing Skin Meshes with DirectX 8 [Added: 6/7/2002]
|
Sarmad Kh Abdulla
|
This article covers the implementation of skinned meshes in D3D and D3DX, including sample source code. |
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Introduction to Shader Programming Part II: Programming Vertex Shaders [Added: 4/24/2002]
|
Wolfgang F. Engel
|
The second installment demonstrates the use of vertex shaders in a program that evolves through several stages. |
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Introduction to Shader Programming Part III Fundamentals of Pixel Shaders [Added: 5/15/2002]
|
Wolfgang F. Engel
|
The third installment in this series moves on to pixel shaders, providing a complete introduction to them. |
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Introduction to Shader Programming Part IV: Programming Pixel Shaders [Added: 6/11/2002]
|
Wolfgang F. Engel
|
The fourth and final installment of this series digs into the details of implementing pixel shaders. |
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Occlusion Culling Using DirectX 9 [Added: 8/6/2004]
|
Dustin Franklin
|
Explains how to do occlusion culling using occlusion queries. |
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Shader Programming Part I: Fundamentals of Vertex Shaders [Added: 4/9/2002]
|
Wolfgang Engel
|
The first article in this series provides a brief overview of shaders in general and a high-level discussion of vertex shaders in particular. |
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Using Vertex Buffers With DirectX [Added: 5/26/2003]
|
Erik Yuzwa
|
A few tips and pointers for working with vertex buffers. |
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Using Vertex Tweening for Animation [Added: 11/26/2003]
|
Brian Jorgensen
|
Explains how to use DirectX's built-in vertex tweening functionality for animation. |
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