   what's next
  hi guys,i've been learning basic tutorials for directx with c++ for some time, so now, when i have completed those tutorials(primitives, mesh, material, texture, light, matrices, dinput.. all with fixed pipeline) i want to know which direction would be good for me to continue in learningi mean what are the other things in directx   
  Maybe try a practical application of those skills when you feel confident.  Try making a simple game or a tech-demo.  There is a guarantee when doing something like this that you will grow and solidify your base set of skills.Or, if you just want to keep on trucking with learning specific tutorials, there is a ton of information out there on various advanced methods of lighting and 3d effects.  Look for advanced 3d tutorials on google and you'll find -something- you haven't seen before.  Check out PRT lighting, for example, it's got potential.There are plenty of advanced 3d techniques which are not built directly into directx or opengl, but which make use of them.  I'd imagine you're looking for some of those types of tutorials rather than directx specific stuff (since that's all pretty much the basics.)  It's sort of like the difference between learning the basic syntax of a language and applying that syntax to an advanced algorithm.  What you have is the basic syntax of directx, what you are aiming at is learning some advanced methods.I'm not sure exactly what you're looking for so I hope this helps a bit.   ;  As M2tM said, what probably ought to be the next logical step give then assumptions that 1) you are serious about learning graphics programming 2) you already have a good grasp of C++ syntax3) (semi-optionally) you have a good understanding of various general algorithmswould be getting a book or tutorial on graphics programming in general, or possibly something on engine design, to see how those components you learned fit together in the big picture. Since, believe it or not, knowing how to put one triangle on the screen and knowing how to put 500,000 triangles on the screen are two very different things (unless you're ok with non-real-time rendering, I suppose)   ;  thank you alli have a good knowledge of algorithms in c++(stl) and i've tryed out the things i've been learning so far, but now i think i'm finished with the basic stuff and i just want to know what could be the next subject of directx to look for, i mean i can't do the higly advanced topics when i've just finished the basics, so i need something in the middle, just after basic :)   ;  Well, it entirely depends on what interests you.  Maybe check out NeHe's tutorials as there is a good range of stuff there and I'm sure you'll find something to catch your interest.  The problem is that those are all in OpenGL and I don't know of anything similar for DirectX, but perhapse you can use that to your advantage and try converting some of the OpenGL stuff to DirectX as an exercise while learning some of the moderately advanced topics.I don't have too many links for you, but like I said, google up "advanced directx tutorial" and you'll find something.like this which has a few links in itAnother topic you might want to consider looking at would be 'pixel shaders'.I'm just shooting a few ideas to you because this is a really broad question and depends a lot on your personal preference...;  3D graphics theory, engine design, scene-graphs, octrees, stuff like that is still pretty basic too, so start with that. "Highly advanced" would possibly be very specific topics or algorithms, such as maybe a material/shader system as described by YannL and others, or Ysaneya's real-time procedural terrain and clouds with seamless atmosphere transition and varying level of detail. I wouldn't go there right now if I were you, unless you want to get seriously depressed ^_^If you want to be pretty specific but still basic, look at various ways of sending data to the GPU (in OGL we have display lists and vertex buffer objects, among others, I'm sure there are semi-equivalents in DX too)   