Two weeks ago, I knew nothing about low-level DirectX graphics programming (aka Direct3D/D3D). After relentless hours of reading, coding, trial-and-error, and frustrating bug hunts, I finally feel powerful again…almost as powerful as I feel in XNA. Except this time, I know the power is real. This power doesn’t require .NET, doesn’t rely on CLR, and isn’t managed – no, it’s power in the most raw of forms.
As far as topics go, I’ve covered everything up through effects/shaders. Â I did skip to the last chapter in the book in order to get a head-start on render-to-texture, since I simply can’t live without procedural textures.
Here’s the final product of tonights work, which included importing my previous ridged perlin multifractal shader and making a tweaking it up a bit. Â I’m absolutely stunned by how fast it runs – significantly faster than XNA! Â I continue to be impressed by the power of native D3D.

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