In Brief
In this chapter, we learned how to pick the right graphics device for our applications. The items covered included
Enumerating each adapter on your system
Enumerating formats supported for your device
Detecting the capabilities of the devices we are enumerating
In our next chapter we'll begin covering more efficient ways of rendering geometry, plus texturing for even more realistic scenes.
Get Managed DirectX® 9 Kick Start: Graphics and Game Programming now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.