3.1.1 创建一个顶点和索引缓存.................................................................................................. 63
3.1.2 访问缓冲内存..................................................................................................................... 64
3.1.3 找回顶点和索引缓存信息 .................................................................................................65
3.2 渲染状态........................................................................................................................................ 66
3.3 绘制准备........................................................................................................................................ 66
3.4 用顶点/索引缓存绘制.................................................................................................................... 67
3.4.1 IDirect3DDevice9::DrawPrimitive....................................................................................... 67
3.4.2 IDirect3DDevice9::DrawIndexedPrimitive.......................................................................... 67
3.4.3 开始/结束场景.................................................................................................................... 69
3.5 D3DX 几何物体 ............................................................................................................................. 69
3.6 实例程序:三角形、立方体、茶壶、D3DXCreate* ................................................................. 70
3.7 摘要(略)....................................................................................................................................74
第四章 色彩.........................................................................................................................................75
目标....................................................................................................................................................... 75
4.1 颜色表示法............................................................................................................................... 75
4.2 顶点颜色........................................................................................................................................ 77
4.3 着色处理........................................................................................................................................ 77
4.4 实例程序:彩色三角形................................................................................................................ 78
4.5 摘要(略) .........................................................................................................................................80
第五章 灯光.........................................................................................................................................80
目标....................................................................................................................................................... 80
5.1 灯光的组成..................................................................................................................................... 81
5.2 材质................................................................................................................................................. 81
5.3 顶点法线......................................................................................................................................... 83
5.4 光源................................................................................................................................................. 85
5.5 实例程序:灯光.............................................................................................................................87
5.6 附加实例......................................................................................................................................... 90
5.7 摘要(略) ..........................................................................................................................................90
第六章 纹理.........................................................................................................................................90
目标....................................................................................................................................................... 91
6.1 纹理坐标........................................................................................................................................ 91
6.2 创建并赋予材质.............................................................................................................................93
6.3 过滤器............................................................................................................................................. 93
6.4 Mipmaps.......................................................................................................................................... 94
6.4.1 Mipmaps 过滤器.................................................................................................................. 95
6.4.2 Direct3D 中使用 Mipmaps .................................................................................................. 95
6.5 寻址模式........................................................................................................................................ 95
6.6 实例程序:有纹理的方块............................................................................................................. 97
6.7 摘要(略) 第七章 混合 .................................................................................................................. 99
第七章 混合.......................................................................................................................................100
目标..................................................................................................................................................... 100
7.1 混合因素....................................................................................................................................... 100
7.2 混合要素....................................................................................................................................... 102
7.3 透明度........................................................................................................................................... 102