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[ AD ] Port Monitor ( Try to use a Best WebSite Monitoring Tool )

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Page 1:

Initialization (C++, C#)
Full-Screen Initialization
(C++, C#)
View Ports
(C++, C#)
Multiple Devices
Swap Chains

Page 2:

Primitive Types (C++, C#)
Vertex Data (Vertex Buffers)
(C++, C#)
Multiple Vertex Buffers (C++, C#)
Indexed Geometry
(C++, C#)
Transforms
(C++, C#)

Page 3:

Texture Mapping
Texture Filtering
Texture Addressing
Texture Sub-loading
Texture Mip-mapping

Page 4:

Multi-Texturing
Dot3 Per-Pixel Bump Mapping
Alpha Texture Blending
Alpha Blending in the Frame buffer
Alpha Blending With Materials

Page 5:

Depth Bias
Fonts
First Person Shooter Controls
(C# version added)
Point Lighting

Spot Light

Page 6:

Lighting
Materials
Lost Device Recovery
Resizing DirectX 9.0 Window
Point Sprites

Page 7:

Particle System (Using Point Sprites)
Off-screen Rendering
Occlusion Query
Emboss Bump Mapping
Shadow Volume

Page 8:

Creating 2D Sprites with D3DXSprite
Simple Effect Using .fx Files
Simple Vertex & Pixel Shader (HLSL/Fx Effect File)
Simple Vertex & Pixel Shader (HLSL)
Simple Vertex Shader (vs.2.0)

Page 9:

Simple Vertex Shader (Cg)
Simple Vertex & Pixel Shader (Cg)
Lighting Shader (Cg)
Anisotropic Lighting Shader (Cg)
Vertex Displacement or Mesh Deformation Shader (Cg)

Page 10:

High Dynamic Range Texture Loader
Solid Node BSP Tree Compiler

2D Demo Game of a Side-Scrolling Shooter


Simple Introduction to the NovodeX Physics SDK
(updated to NovodeX 2.2)
How to use the Tokamak SDK to Create a Rope or Chain using Ball-Joints

Page 11:

How to use the Tokamak SDK to Create a Stack of Blocks
How to use Tokamak's Different Geometry Types or Collision Primitives
Manually Loading a D3DXMesh object
Using the Attributes Table of D3DXMesh to Render Sub-sets

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