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published 1 month, 13 days ago, submitted by AirBasher AirBasher 1 month, 14 days ago

blog.wolfire.com — Follow up to the previous "Why you should use OpenGL and not DirectX" for Wolfire Game Blog read more...

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published 2 months, 5 days ago, submitted by AirBasher AirBasher 2 months, 5 days ago

blog.wolfire.com — The fight between OpenGL and Direct3D (not DirectX!) is still a hot topic and the guys at Wolfire Games Blog have published a must-read article for all OpenGL developers (and end-users too) about the importance of OpenGL in game development and 3D industry. read more...

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published 3 months, 10 days ago, submitted by legalize 3 months, 18 days ago

legalizeadulthood.wordpress.com — First part of a series of articles on creating test doubles for use with test-driven Direct3D development. read more...

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published 4 months, 25 days ago, submitted by legalize 5 months, 1 day ago

legalizeadulthood.wordpress.com — Resource management can be a challenge for Direct3D applications. Before DirectX, display adapters had limited amounts of fast device memory and programmers had to manage that memory manually in order to achieve the best performance. The Direct3D API provides different memory pools to allow the application to specify the lifetime management policy of a resource. read more...

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published 7 months, 12 days ago, submitted by legalize 7 months, 11 days ago

legalizeadulthood.wordpress.com — The Direct3D API covers quite a bit of ground, particularly if you include D3DX. A question that arises fairly often in discussion forums is “where can I find an example of xxx?” for some particular API function or method named xxx. read more...

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published 8 months ago, submitted by legalize 8 months ago

xmission.com — Free ~500 pg. book on Direct3D with C++. read more...

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published 8 months ago, submitted by legalize 8 months ago

xmission.com — Dataflow poster showing all the relevant device state, device caps and device methods for Direct3D 9.0 read more...

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published 7 months, 27 days ago, submitted by legalize 8 months ago

legalizeadulthood.wordpress.com — In Direct3D 10, a number of device render states were aggregated into immutable objects. These immutable objects simplify state management on the device for the runtime and the driver, making it quicker to switch between state configurations on the device. These immutable state objects are created by filling in a description structure and creating the object. This mechanism is present in Direct3D 10.1 and Direct3D 11 as well. In this post, I will discuss some helper classes for constructing these state objects in a manner that more clearly reveals your intention. read more...

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published 8 months ago, submitted by legalize 8 months, 1 day ago

legalizeadulthood.wordpress.com — In this blog post, I show how to use a small helper class to lock Direct3D resources for cleaner exception safe code. read more...

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published 8 months, 6 days ago, submitted by legalize 8 months, 6 days ago

legalizeadulthood.wordpress.com — Latest in a series of tips on programming Direct3D in C++ read more...

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published 8 months, 11 days ago, submitted by malymato 8 months, 11 days ago

directxcourse.blogspot.com — Welcome to this free online DirectX 10 course. This is the place where you can learn the basics of graphics programming using DirectX 10 API, learn HLSL (High Level Shader Language) and gain necessary math skills that you need on way to become a game developer. read more...

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published 9 months, 13 days ago, submitted by ElementCy ElementCy 9 months, 13 days ago

gamasutra.com — In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Kalra examines ways to render realistic grass in your game, utilizing DirectX 10 and vertex shaders. read more...

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published 10 months, 23 days ago, submitted by ElementCy ElementCy 10 months, 23 days ago

gamasutra.com — In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Muthyalampalli examines how you can use the fast Fourier transform (FFT) for image processing. read more...

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published 10 months, 26 days ago, submitted by JeGX 10 months, 27 days ago

geeks3d.com — NVIDIA and ATI Game Developers Conference 2009 presentations (PowerPoint slides and PDF) links. read more...

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published 1 year ago, submitted by boki 1 year ago

graphicdna.blogspot.com — Findings about failures in D3DX' UVAtlas Partition and Pack and a possible fix. read more...

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published 1 year, 1 month ago, submitted by ElementCy ElementCy 1 year, 1 month ago

gamasutra.com — Simulating convincing waves is mathematically complex and computationally taxing. In this sponsored article on Gamasutra, part of the Intel Visual Computing microsite, John Van Drasek III, David Bookout and Adam Lake tackle the problem with DirectX 10. read more...

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