D3DBook:Introduction (Volume)

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Introduction

In this section, Ralf Kornmann provides an introduction to Direct3D 10 and provides a discussion of the new features that are at your disposal. In addition to an extensive description of Direct3D 10, a discussion of the differences between Direct3D 9 and 10 is provided.

  1. Introduction
    1. What You Need
    2. Using the DirectX SDK
  2. Quick Start For Direct3D 9 Developer
    1. What's Lost
    2. What's Different
    3. What's New
  3. The Direct3D 10 Pipeline
    1. Input Assembler
    2. Vertex Shader
    3. Geometry Shader
    4. Stream Out
    5. Rasterizer
    6. Pixel Shader
    7. Output Merger
    8. Different Ways Through The Pipeline
  4. Resources
    1. Data Formats
    2. Resource Usage
    3. Resource Binding
    4. Buffer
    5. Texture 1D
    6. Texture 2D
    7. Texture 3D
    8. Resource Limitations
    9. Sub-Resources
    10. Update Resources
    11. Copy Between Resources
    12. Map Resources
    13. Views
  5. State Objects
    1. Input Layout
    2. Rasterizer
    3. Depth Stencil State
    4. Blend State
    5. Sampler State
  6. Shaders
    1. Common Shader Core
    2. HLSL
    3. HLSL Variable Types
    4. HLSL Functions
    5. HLSL Classes
    6. HLSL Flow Control Attributes
    7. Geometry Shader
    8. Pixel Shader
    9. Compile Shader
    10. Create Shader
    11. Reflect Shader
  7. The Direct3D 10 Device
    1. Drawing Commands
    2. Counter, Query
    3. Predications
    4. Checks
    5. Layers
  8. DXGI
    1. Factories, Adapters, and Displays
    2. Devices
    3. Swap Chains
    4. Resources
  9. The Effect Framework
    1. FX Files
    2. Compile Effects
    3. Create Effects
    4. Techniques
    5. Passes
    6. Variables
    7. Constant and Texture Buffers
    8. Annotation
    9. State Blocks
  10. What's Left
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