Direct3D (DirectX 9.0)
Code Samples

Page 1:
Initialization
(C++, C#)
Full-Screen
Initialization (C++, C#)
View
Ports (C++, C#)
Multiple Devices
Swap Chains

Page 2:
Primitive Types
(C++, C#)
Vertex Data (Vertex Buffers) (C++, C#)
Multiple Vertex Buffers (C++, C#)
Indexed Geometry (C++, C#)
Transforms (C++, C#)

Page 3:
Texture Mapping
Texture Filtering
Texture Addressing
Texture Sub-loading
Texture Mip-mapping

Page 4:
Multi-Texturing
Dot3 Per-Pixel
Bump Mapping
Alpha Texture
Blending
Alpha Blending in the Frame buffer
Alpha Blending
With Materials

Page 5:
Depth Bias
Fonts
First Person Shooter Controls
(C# version added)
Point Lighting
Spot Light

Page 6:
Lighting
Materials
Lost Device Recovery
Resizing DirectX 9.0
Window
Point Sprites

Page 7:
Particle System (Using Point Sprites)
Off-screen
Rendering
Occlusion Query
Emboss Bump Mapping
Shadow Volume

Page 8:
Creating
2D Sprites with D3DXSprite
Simple Effect
Using .fx Files
Simple Vertex & Pixel Shader (HLSL/Fx Effect File)
Simple
Vertex & Pixel Shader (HLSL)
Simple Vertex Shader (vs.2.0)

Page 9:
Simple Vertex Shader (Cg)
Simple
Vertex & Pixel Shader (Cg)
Lighting Shader (Cg)
Anisotropic Lighting Shader (Cg)
Vertex
Displacement or Mesh Deformation Shader (Cg)

Page 10:
High Dynamic Range
Texture Loader
Solid Node BSP
Tree Compiler
2D Demo Game of a Side-Scrolling
Shooter
Simple Introduction to
the NovodeX Physics SDK
(updated to NovodeX 2.2)
How to
use the Tokamak SDK to Create
a Rope or Chain using Ball-Joints

Page 11:
How
to use the Tokamak SDK to Create a Stack of Blocks
How
to use Tokamak's Different Geometry Types or Collision
Primitives
Manually Loading
a D3DXMesh object
Using the
Attributes Table of D3DXMesh to Render Sub-sets
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