Defining images in three dimensions.

We need to tell the GPU what we want our objects to look like. We cannot simply give the GPU a bunch of pixels. If we could do that, we would not need the GPU at all, but we would be doing all the calculations ourselves. That is something we do not want to do--it is extremely complicated and time-consuming and would result in a very slow code. The GPU in combination with DirectX knows how to transform 3D coordinates into pixels on a screen, so we only need to provide the system with our vertices.

A vertex has at least 3 parameters--an X, a Y, and a Z coordinate. X is the horizontal position, Y the vertical, and the Z is the direction forward or backward from the perspective of the user. Positive X goes ...

Get Microsoft HoloLens Developer’s Guide 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.