Managed DirectX 9 Kick Start: Graphics and Game Programming

In this chapter, we learned how to pick the right graphics device for our applications. The items covered included

  • Enumerating each adapter on your system

  • Enumerating formats supported for your device

  • Detecting the capabilities of the devices we are enumerating

In our next chapter we'll begin covering more efficient ways of rendering geometry, plus texturing for even more realistic scenes.

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