Summary
This chapter has really been a "transition" from the first Tricks to this book. You should understand that 3D graphics isn't about DirectX or Windows; it's about math, math, and more math. And all we need to experiment with 3D graphics is a platform that has a few functions and a couple of frame buffers. Also, even if you haven't read the first Tricks, you should have a decent handle on the API that we are going to use throughout the book. Either way, you should feel confident because we're only going to use a few functions to implement our virtual graphics computer needed for the rest of the text. For those of you that have read the first Tricks, I bet that you are happy that the T3DLIB now has 16-bit windowed support! Me too. It's cool <GRIN>.