Direct3D is the most advanced and complex component of DirectX. It deals with one of the most complex areas of modern computing - graphics. It relies heavily on mathematics, specifically Trigonometry and Algebra.

Prerequisites edit

Understanding the majority of Direct3D requires understanding some mathematical concepts; including Vectors, Matrices, and Trigonometry. While you will be able to do much of the basics in developing for DirectX without these, they become important later on and most people are generally unable to understand why we are doing something.

Goals edit

This section of the DirectX book will (hopefully) teach you the basics of Direct3D, such as initialization, vertex and index buffers, cameras, models, textures, lights, and particles. Throughout the book, we will implement a benchmarking tool to test our understanding.

Resources edit

These files will be used to provide a framework for our benchmark application:

Contents edit