DirectX Components Explained: From DirectDraw to Direct3D 12
A history of DirectX from Windows 95 to DirectX 12 Ultimate, with pixel formats, palettes, pitch and double buffering explained in tested C code.
A history of DirectX from Windows 95 to DirectX 12 Ultimate, with pixel formats, palettes, pitch and double buffering explained in tested C code.
Graphics is an integral part of any AAA game. The ability to deliver a realistic and immersive graphics experience is what can make or break a game, especially in the age of virtual reality (VR) and augmented reality (AR). Graphics technologies play a huge role in creating this immersive environment. As the demand for better graphics increases, game developers are adopting cutting-edge innovations in graphics technology.