Direct3D
Direct3D is a API for rendering 3D graphics. The current version to care about is DirectX 11 and DirectX 12. These pages is about DirectX11. Direct3D is part of DirectX and is available on Microsoft windows and Xbox platforms (Xbox, Xbox 360 and Xbox One).
The Basic
There are three objects in DirectX that are used frequently. They are Device, DeviceContext and SwapChain. The class of each depends on the the directx version. For the first two in DX11 they are prefaced with ID3D11 and the last one with IDXGI as it is part of the
Microsoft DirectX Graphics Infrastructure.
- Device: Used to create GPU resources such shaders, textures, buffers and state objects.
- DeviceContext: Used to configure the rendering pipeline and draw things.
- SwapChain: Stores the buffers one is rendering to and show them to the screen when rendering is complete.
Guide
- Startup - The basic steps to setup for DirectX 11 rendering.
- Resources
- Buffers
- Textures
- Update - How to update a resource after it has been created
- Shaders
- Drawing
Reference
- DirectX Graphics and Gaming
- Programming Guide for Direct3D 11
- Direct3D 11 Reference
- Direct3D 9 API Interceptor
Tutorials
- SlimDX DirectX 11 Tutorials
- DirectX 11 Tutorials
- DirectX 11 Terrain Tutorials
- DirectX10 Tutorials - 2011
Links
- Optimizations and New DirectX Features in Just Cause 3 - 2016
- Mapping between HLSL and GLSL - 2016
- Constant Buffers without Constant Pain - 2015
- Dynamic vertex pulling with D3D11 - 2015
- DirectXMesh - 2014
- Avoiding Catastrophic Performance Loss Detecting CPU - GPU Sync Points - 2014
- From Terrain To Godrays: Better Use of DX11 - 2014
- Directx Advancements In The Many Core Era - 2014
- A Look-At Camera in SlimDX and Direct3D 11 - 2013
- A Terrain Minimap with SlimDX and DirectX 11 - 2013
- DirectX 11 C++ Game Camera - 2013
- An FPS Camera in SlimDX - 2013
- DX11 Manage your Constant Buffers - 2013
- XNA – Alpha Mapping with Pixel Shaders - 2013
- XNA – Alpha Mapping with RenderTarget2D - 2012
- Rendering to a texture - 2011
- Packing Normal and Specular into RGB10A2 - 2010
- DirectX11 hints - 2010
- Texture Modification using Render Targets, with some Stencil Buffer Action - 2010
- DirectX 11 Overview (Pre-Conference Tutorial) - 2009
- 3D DirectX10 Free Look Camera (Timer based) - 2009
- Tutorial - Compute Shader Filters - 2009
- Designing a Flexible Vertex Element System for XNA Using Attributes - 2008
- Understanding Half-Pixel and Half-Texel Offsets - 2008
- Shader Transforms with Non-Transposed Matrices - 2005
- Projection: Direct3D Edition -
- DirectX Shader Compiler in the Windows SDK
- Experiments with DirectX Raytracing in Remedy’s Northlight Engine
- DirectX-Specs
DirectX 10 Performance - 2008