Let’s get some real 3D going.
PART ONE: DEFINING YOUR DATA AND FUNCTIONS
Everything in 3D is just a series of triangles, and triangles are just a series of vertices. Vertices must have 3-dimensional positions — it’s the only absolutely required information DirectX 11 needs — but they can have any number of additional traits. Normal vectors, colors (for vertex coloring), lighting information (per-vertex lighting), metadata, etc.… Read the rest