In this part, we study fundamental Direct3D concepts and techniques that are used throughout the rest of this book. With these fundamentals mastered, we can move on to writing more interesting applications. A brief description of the chapters in this part follows.
Chapter 4, “Direct3D Initialization”
In this chapter, we learn what Direct3D is about and how to initialize it in preparation for 3D drawing. Basic Direct3D topics are also introduced, such as surfaces, pixel formats, page flipping, depth buffering, and multisampling. We also learn how to measure time with the performance counter, which we use to compute the frames rendered per second. In addition, we show how to output 2D text and give some tips on debugging ...