ABSTRACT

I mentioned previously that the low-level D3D11 code for a simple application can be enormous. You definitely want to wrap much of the execution code that is common to applications. In this section, I discuss a simple application that uses the Windows API for window creation, event handling, and window destruction. The application also uses the DirectX API for D3D11 object creation, handling, and destruction. The idea is to show how everything fits together without hiding the internal mechanics. Although the argument is for the encapsulation of the components in a graphics engine, this simple application provides a test bed where everything is exposed. You can easily modify this to experiment with D3D11 features that interest you.