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Introduction to 3D Game Programming with DirectX 10 by Frank Luna

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Chapter 4

Direct3D Initialization

The initialization process of Direct3D requires us to be familiar with some basic Direct3D types and basic graphics concepts; the first section of this chapter addresses these requirements. We then detail the necessary steps to initialize Direct3D. After that, a small detour is taken to introduce accurate timing and the time measurements needed for real-time graphics applications. Finally, we explore the sample framework code, which is used to provide a consistent interface that all demo applications in this book follow.

Objectives:

image    To obtain a basic understanding of Direct3D’s role in programming 3D hardware. ...

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