Review

That is the end of Getting started, and it covered a lot of ground. You can now open a window and a Direct3D 11 device, compile HLSL shaders, get vertex data to them through buffers and input layouts and per-draw data through constant buffers, sample textures, work with vectors and matrices, and put all of it together into a 3D scene you can fly through. Before moving on, spend some time with it: change things, break things, and see whether you can predict what happens. Once the pieces feel familiar, the Lighting chapters are next.

Every later lesson is built from the same seven programs, so if a term below does not ring a bell, the chapter it came from is worth a second look.

Glossary

Credit: this chapter follows LearnOpenGL's Review by Joey de Vries, rewritten for Direct3D 11 and rin. LearnOpenGL's text and code are licensed CC BY-NC 4.0, and so is this page; the wording, code and screenshots here are new, and diagrams marked as LearnOpenGL's are its own.