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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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