directx / direct3d tutorials
straight-up direct3d
- basics
- before we start
- download and install the directx sdk
- building your build environment
- direct3d immediate mode and retained mode
- initialize direct3d
- create a direct3d project
- create a window
- create a direct3d device
- add our rendering routine
- source file
- draw a triangle
- define your vertex structure
- create a vertex buffer
- load the vertex buffer
- draw the vertex buffer
- source file
robert's direct3d framework
RGL serves as a tutorial for how a Direct3D framework might work. Feel free to use it
in your own project, as long as I get a free copy of the program when you're done!
robert's new object oriented direct3d framework
NGF serves as a tutorial for how a OO Direct3D framework should work. Like RGL, feel
free to use it in your own project as long as I get a free copy when you're
done! This public release
is fairly limited, about the only thing it offers past the fact that it's OO is it
supports textures. Download it here. Here's the class
breakdown:
- NGFBase: Base class for scene drawing. You should extend this class along with
the methods Init(), DrawScene(), InvalidateObjects() and RestoreObjects() to draw
your own scene.
- NGFD3DLayer: This singleton class is the primary interface class for accessing
Direct3D.
- NGFD3DTMU: This class is owned and managed by NGFD3DLayer and is the texture
management unit for the framework.
- Bones: This is an example class that extends from NGFBase that is included in
the source code above. All it does is draw two rotating polygons.
- ngf: This is the MFC base class that declares a Bones class and sends messages
to it. Provided for example.
If you're interested, I have an improved version of the NGF framework that adds
keyboard/mouse support, vertex and
pixel shader support, bone and skin meshing, and some limited physical modeling features.
Please email me if you're interested in purchasing the source.
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