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  Contents

 Introduction
 What is IM?
 Execute Buffers
 Steps to Create
 an Application

 Scene Management
 Sample App
 IM Objects
 DrawPrimitive
 Comparing Modes
 Summary

 Printable version

 


Summary

Appendix A

The complete source of the sample application is presented here.

Popup: Full Source

To summarise, we can say that immediate mode is a lower-level interface to providing 3D capabilities in an application. Even though it is a low-level interface, its support is well defined. An advantage of using the immediate mode is that even though it does not provide a built-in geometry engine, we can use custom algorithms, to make the application perform better. The only possible limitation of writing a custom application is that the application may have a performance hit in case the engine is not written properly and efficiently.

After covering the different features of the immediate mode, followed by a sample application, we covered some of the objects provided by the immediate mode, which can be used by an application.

References

1
Mehmat Adalier. Direct3D Immediate Mode Part I. Intel, Developers Relations Group, July 1997. XDC, July 97, Session 124.

2
Microsoft Corporation. DirectX SDK (ver 3.0, 5.0) Reference. Microsoft Corporation, 1996-97.

3
Microsoft Corporation. Direct3D Reference Manual. Microsoft Corporation, 1997. Visual Studio Help.

4
Microsoft Corporation. Direct3D Specification : DrawPrimitive API Extensions, ver 0.7. Microsoft Corporation Web Page (www.microsoft.com/directx), 1 Feb 1997.

5
DrawPrimitive White Paper. DirectX Developer Pages (www.geocities.com/SiliconValley/Way/8390/draprim.html), 1997.

6
Mark Feldman. DirectX 5.0 DrawPrimitive Tutorial. DirectX Developer Pages (www.geocities.com/SiliconValley/Way/8390/drawprim.html), 1997.

7
Foley and Van Damm. Introduction to Computer Graphics. Addison Wesley, 1994.

8
Donald Hearn and Pauline Baker. Computer Graphics. Prentice Hall of India, 2nd edition, 1994.

9
Hillarie Klempner. Direct3D Immediate Mode Part II. Intel, Developers Relations Group, July 1997. XDC, July 97, Session 224.

10
Bipin Patwardhan. Direct3D Retained Mode. National Centre for Software Technology, Mumbai, India, Aug-Sep 1997. Intel Developers Conference, Aug-Sep 97.

11
Bipin Patwardhan. Overview of Direct3D. National Centre for Software Technology, Mumbai, India, Aug-Sep 1997. Intel Developers Conference, Aug-Sep 97.

12
Charles Petzold. Windows 95 Programming. Microsoft Press, 1st edition, 1996.

13
Jeff Prosise. Windows 95 Programming Using MFC. Microsoft Press, 1st edition, 1997.

14
David Rogers. Procedural Elements for Computer Graphics. McGraw-Hill Book Company, 1st edition, 1985.

15
David Rogers. Mathematical Elements for Computer Graphics. McGraw-Hill Book Company, 2nd edition, 1990.

16
Alan Watt. Fundamentals of Three Dimensional Computer Graphics. Addison Wesley, 1989.

17
Alan Watt. 3D Computer Graphics. Addison Wesley, 2nd edition, 1993.


Bipin Patwardhan
Fri Jan 2 14:54:08 GMT 1998