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Microsoft Drops GAPI, Replaced by Mobile DirectX – My Thoughts

For a long time the most common way to get direct access to a Windows Mobile device’s framebuffer (i.e. pointer to the screen) was to use the GAPI (Game API) – Microsoft’s helper API for direct screen...

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What’s the Difference Between Bilinear and Trilinear Filtering?

I’m not sure how many gamers, who aren’t 3D programmers, know what bilinear filtering means; however, I see it in the options of many games. It can be summarized by textures looking blurry up close and...

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DirectX 9 C++ Graphics Tutorial 1: Getting Started

In this post I’m going to cover writing the most basic DirectX 9 application in native C++. You’ll see how to paint a solid color on a form as well as the minimum amount of code all DirectX 9...

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Managed DirectX C# Graphics Tutorial 1: Getting Started

I’m going to demonstrate the same principles as my last post (DirectX 9 C++ Graphics Tutorial 1), how to fill a form with a solid color – except this time it’ll be in .NET using C# and Managed DirectX...

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DirectX 9 C++ Graphics Tutorial 2: Drawing a Triangle

In this tutorial we’re going to look at how to draw a stationary triangle using DirectX 9 and C++. We’ll be building off of the concepts taught in the first tutorial (DirectX 9 C++ Graphics Tutorial 1:...

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Managed DirectX C# Graphics Tutorial 2: Drawing a Triangle

Now we’re going to look at drawing a triangle with Managed DirectX (MDX 1.1) using C#. The material presented here will strive to be the equivalent of the last tutorial which was in C++. Requirements...

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DirectX 9 C++ Graphics Tutorial Part 3 – Drawing a Simple 3D Room

Welcome to part three of the DirectX native C++ tutorials. In this part we’re going to look at drawing a set of 3D triangles. These triangles will make up a cube and the camera will be positioned...

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