Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 21"
From Chilipedia
(→Topics Covered) |
(→Part 1) |
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* Weird quirk of C++ relating to visibility of protected members in the case of inheritance from a templated class | * Weird quirk of C++ relating to visibility of protected members in the case of inheritance from a templated class | ||
* How to update constant buffers using <code>Map</code> / <code>Unmap</code> | * How to update constant buffers using <code>Map</code> / <code>Unmap</code> | ||
+ | === Part 2 === | ||
+ | * Static collection of per-class <code>Bindable</code> | ||
+ | * <code>SetIndexFromStatic</code> | ||
+ | * Sharing cbuffer between instances of <code>TransformCbuf</code> | ||
== Video Timestamp Index == | == Video Timestamp Index == |
Revision as of 22:07, 24 April 2019
In this three-part tutorial, we take a break from Direct3D api stuff to set up a better system for organizing Drawables and Bindables. Low coupling, high cohesion, and dynamic bullshits for the win.
Topics Covered
Part 1
-
Bindable
system (things like shaders, vertex buffers, etc.) -
Drawable
system (things like the game entities that are drawn; they contain a collection ofBindable
s) - Partial
protected
access inheritance pattern - Weird quirk of C++ relating to visibility of protected members in the case of inheritance from a templated class
- How to update constant buffers using
Map
/Unmap
Part 2
- Static collection of per-class
Bindable
-
SetIndexFromStatic
- Sharing cbuffer between instances of
TransformCbuf