Chapter 2. Rendering with Direct3D

In this chapter, we will cover the following topics:

  • Using the sample rendering framework
  • Creating device-dependent resources
  • Creating size-dependent resources
  • Creating a Direct3D renderer class
  • Rendering primitives
  • Applying multisample anti-aliasing
  • Implementing texture sampling

Introduction

Code for rendering complex scenes can soon become quite difficult to organize. To improve this, we will build a simple rendering framework. This framework will take care of the low-level device and swap chain management, assist with device resource lifecycle management, and allow the application to focus on the elements of the scene instead.

All 3D objects ultimately consist of one or more vertices that together form one of these ...

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