09. Transformations
09. Transformations
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This is another pretty short lesson on tranformations. We will transform the world space for each object (the two cubes) using transformation matrices.
08. World View and Local Spaces (static Camera)
08. World View and Local Spaces (static Camera)
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We will learn about the world, view, and local spaces in a 3D world, which will enable us to create a camera, so only the things the camera sees will be drawn to the screen. We will learn how to impliment a static (not moving) camera, and how to work with a shaders constant buffers, which are variables in an effect file that shaders can use, and we can update from our code.
07. Depth
07. Depth
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Here is another short lesson on how to impliment depth. We will create a depth/stencil buffer, then create a depth/stencil view which we bind to the OM stage of the pipeline. Binding a depth/stencil view to the OM stage will allow it to check each pixel fragement's depth value on the render target. If there are more than one pixel fragments in a spot on the render target, the pixel fragment with the lowest depth value (closest to the screen) will get drawn, and the others will be discarded. The outcome of this tutorial will not look any different from the last tutorial, but implimenting a depth/stencil buffer is necessary to render 3D scenes in directx.
06. Indices
06. Indices
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This is another short lesson on how to use indices. Indices let you define how to draw your geometry. For example, you could draw a square by creating two triangles, each with 3 vertices. That makes 6 vertices you would need to create. Using an index buffer, you can create a square using only 4 vertices like we will do. Our index list will define the first triangle as vertex 0, 1, 2, and the second vertex as 0, 2, 3.
05. Color!
05. Color!
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This is a short lesson on how we can modify our shaders, vertex structure, and input layout to include color. The color we specify for each vertex will be "interpolated" across the triangle.
04. Begin Drawing!
04. Begin Drawing!
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Now that we have initialized direct3d, we can start displaying our crazy minds on the computer! Well... maybe not quite, but drawing a simple triangle is a huge step in the right direction, as ALL 3D objects and scenes we will be drawing are made up of them. Here we will draw a simple, solid blue colored triangle. We will discuss the rendering pipeline and get an idea of how shaders work.
03. Initializing Direct3D 11
03. Initializing Direct3D 11
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Here we will learn how to set up the direct3d device, and use direct3d to render to the screen! Since this is the bare minimum for directx to work, all lessons from this point on will use this, sometimes with a little modification here or there.
02. An Introduction to the Win32 API
02. An Introduction to the Win32 API
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Before we get started with DirectX, we first need to create the window which we will draw our graphics on.
01. Setting Up in VS 2010
01. Setting Up in VS 2010
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This is just a quick lesson on how to set up your environment in MS Visual Studio 2010.
03. DirectX 11 - Braynzar Soft Tutorials [Collection]
03. DirectX 11 - Braynzar Soft Tutorials
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This is a collection of Braynzar Softs DirectX 11 tutorials. SParanagama has created a repository on github where he removed the D3DX dependencies from the code in some of these tutorials. Thank you SParanagama! You can find the repository here: https://github.com/SParanagama/directx11-tutorials
02. DirectX 10 - Braynzar Soft Tutorials [Collection]
02. DirectX 10 - Braynzar Soft Tutorials
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This is a collection of Braynzar Softs DirectX 10 tutorials.
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