Part III The Graphics Machine
Chapters in this part
- Chapter 12 GraphicsDevice and the Rendering Pipeline
- Chapter 13 SpriteBatch and 2D Rendering
- Chapter 14 Textures and Render Targets
- Chapter 15 Stock Effects and Draw Parameters
- Chapter 16 State Objects and Value Semantics
- Chapter 17 Shaders: Four Answers to XNA’s .fx
- Chapter 18 Vertex Streams and Capabilities