This chapter is from the book
In this chapter, our applications started using much more efficient rendering techniques, for example
Using vertex buffers to store our vertex data, and drawing multiple primitives from the same buffer
Creating textures for more realistic objects
Including data in our vertex buffer to tell Direct3D where to render the texture on the primitives
In the next chapter we will begin discussing more advanced rendering techniques, including using index buffers, using other primitive types, and using depth buffers.
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