
Explore texture mapping in DirectX 11 by creating and loading a 512×512 24-bit RGB texture, mapping it onto two triangles with texture coordinates, and sampling it in the pixel shader.
Parse an ABI-like model file, extract vertices, textures, normals, and faces, convert to an index buffer, then render in DirectX 11 with a camera and lighting.
Explore the audio tools in DirectX 11 programming, focusing on XACT3 and XAudio, banks and sound banks, cues and events, and 3d audio with initialization and play workflows.
Export 3d models from blender to a wavefront file with normals, texture coordinates, materials, and triangulation, then import them into DirectX 11 via Visual Studio demonstrations.
This course is designed to introduce DirectX 11 programming. The course begins with an high-level overview of the DirectX 11 architecture and concepts, and proceeds with an initial DirectX example application, 2D graphics, text rendering, input device processing, 3D concepts and rendering, shaders and effects, cameras and models, audio, importing and exporting 3D models, the final project, DirectX 9 and 10, other tools, using Visual Studio 2012 and later, and a final summary. Source code is included.
We use DirectX 11.0 in this course. DirectX 11.0 was included in Windows 7. We will use the Microsoft June 2010 DirectX SDK that include tools and libs that where later removed in later versions of DirectX and Visual Studio 2012-2015 Express/Community editions.