This is designed for the DirectX 11 learning process, I mainly use it to experiment with graphical or computing techniques and should not be used as a cerium product as it may have memory leaks and faulty or poorly optimized implementations.
| Example | Details |
|---|---|
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Clear Screen This example shows how to configure the device and clear the color. |
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Pipeline We will start drawing geometry onto the screen in this tutorial. We will learn more about Pipeline |
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VertexBuffer Let's get some color in our scene. In this tutorial we will add color to our vertices to color our triangle. This involves updating the vertex shader to pass the color to the pixel shader, the pixel shader to output the color passed to it, the vertex structure to add a color attribute, and the input layout to include a color input element. |
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IndexBuffer In this tutorial we will learn how to use indices to define our triangles. This is useful because we can remove duplicate vertices, as many times the same vertex is used in multiple triangles. |
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DepthTests We will create a depth/stencil buffer, then create a depth/stencil view which we bind to the OM stage of the pipeline. |
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ConstantBuffersCamera In this sample, we will learn about matrices, transformations, world/view/projection space matrices, and constant buffers. |





