Here is another important method, when coding with c++ and direct x 12. #include <windows.h> void modify(WND* handle, std::int object_handle) { draw_pixels(handle, rgb(100), object_handle); } WND class works as a multiple windows handle. That is how windows 11 works. It is one thing to make a window with direct x and draw some text and lines and 3d shapes on it, but using window handles is a bit different. Here is a simple window making program: #include <directx11.h> #include <windows.h> int main(reg) { WND paint_wnd{0,0}; paint_message_box("single"); }; This program makes a square object on the heap, to initialize a window with a message box, that promps, if you are trying to use the program without the runtime error check. Now here is a window handle code: int main(reg, "--git") { WND* paint_wnd{"clean"}; } This one parses checks if you ever ran a program from the previou...
Computer graphics processing unit uses a fence. It is possible to install a link on the computer fence that processes all of the needed things to be rendered to the next frames coming up, after the current one. To do that, you have to first initialize all the windows render procedure varibles: --main --terminal --channel void create_window(HWND* handle_pass, resolution x, resolution y); create_window("stack", 100, 100); Updating a window is one of the key things to do, when using direct x 12. Another part of the crucial tool box is to use graphs for rendering. In other words, it it possible to use 3d shapes, while rendering a 2d game. void draw_graph(Points* define_points); Rendering graphs is for handling data, that has to be rendered to the screen. #include "windows.h" void render_data(File* folder_system);