Game Development Reference
In-Depth Information
Summary
In this chapter we dived into the world of 3D graphics. It's a very complicated subject,
but we drew a blue triangle on the screen in our first demo, where we looked at
the basics of setting up a Direct3D application. Then, we started work on our cube
demo, where we introduced the concepts of depth stencils and constant buffers. We
gave this demo three graphics modes that you can run it in by changing the value of
the m_GraphicsMode member variable in the CubeGameWindow class. In the next
chapter, we'll take a look at a few other topics briefly and discuss where to go from
here in learning the art of game programming.
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