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Holy sidetracks, batman!

I'm going to try and write a few D3D tutorials, aimed at the same audience as directxtutorial.com, except written more correctly. I'm going to wait until I've written 2 or 3 tutorials before I actually post them anywhere (Most likely in this journal and on my website), since I'm very good at sitting and doing on and a bit tutorials and then getting distracted.
So far I've written the code for the first tutorial, which just creates a window, a D3D device (Windowed, no Z-buffer, uses monitor format for backbuffer format), and fills the backbuffer blue. Nothing exciting, but it's correct, handles all errors gracefully, and (IMO) is reasonably well structured.

My plan for tutorials is:
1. Setup (As above)
2. Drawing a spinning triangle (Fixed function, DrawPrimitiveUP())
3. Fullscreen, resetting device and toggling between windowed and fullscreen
4. Z-buffers, checking device formats, and a spinning cube (Still fixed function)

Not quite sure about that though, #4 might be a bit confusing and dull, but I want to get the whole checking device format stuff done reasonably early on so people know it still needs done - although since there's adequate error checking, it'll fail nicely with an error message dialog (Just a MessageBox()) rather than crash like the directxtutorial ones.

Other things I'd like to cover later, in no particular order:
  • Textures (Might merge this with #4 above)
  • Vertex and index buffers
  • Meshes - ID3DXMesh most likely, although I don't really use it myself. Possibly a MD2 loader.
  • Shaders and vertex declarations
  • Using ID3DXSprite and ID3DXFont
  • Creating a scene graph

    Anyway, hopefully I can actually motivate myself to continue writing this; I'd like to knock them out at one or two a week ideally. I'm going to try writing the article itself tomorrow and Wednesday, and post it here on Wedesday evening. In theory...
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    as much as I love people doing articles in their journals, I'd still like at least one for the front page - that's just more exposure and you can always include links to your journal for the rest of them. I'd rather it not be an article in a series though

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    Quote:
    Original post by Gaiiden
    as much as I love people doing articles in their journals, I'd still like at least one for the front page - that's just more exposure and you can always include links to your journal for the rest of them. I'd rather it not be an article in a series though
    I'm happy to provide an article or two for the site, I'm not sure that these articles would be too ideal though unless I merge the first two or three into one - which I'm also happy to do. I'll speak to you via PM, it'll be easier [smile]

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    My personal preference would be to go straight into vertex and pixel shaders and skip the fixed function pipeline altogether. Perhaps you could start off with the rotating triangle in the fixed function pipeline then introduce pixel shaders and then introduce vertex shaders, but I personally think you want to introduce shaders as early as possible.

    The FFP is dead, and the quicker people start thinking in terms of pixel/vertex shaders, the better. I don't think it's that hard to pick up (in fact, blending in a pixel shader is much simpler than blending with the FFP).

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