Sunday, June 22, 2003

Managed Direct3D: Z-Buffers

It’s been a long hiatus, but now that I have my writing infrastructure working, I’m able to continue my managed Direct3D tutorial series.

The latest issue is about z-buffers, a technique for making sure that things that are behind other things look like they’re behind those things. You can find it here.  

I’ll hopefully be writing the next in the series this week, when I’ll deal with meshes. I’m on the hook to write more of these, as the series has been picked up by the German magazine DotNetPro. It was pretty funny to receive the issue in the mail, and not be able to read a word of the article.

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