Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 43"
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− | * [https://youtu.be/ | + | * [https://youtu.be/yJtyc5b0EHg Tutorial 43] |
== Source Code == | == Source Code == | ||
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== See also == | == See also == | ||
− | * [[Hardware 3D (C++ DirectX Graphics) Tutorial | + | * [[Hardware 3D (C++ DirectX Graphics) Tutorial 44|Next in series (Tutorial 44)]] |
* [[Hardware 3D Series (C++ DirectX Graphics)]] | * [[Hardware 3D Series (C++ DirectX Graphics)]] | ||
* [https://www.patreon.com/planetchili Planet Chili Patreon] | * [https://www.patreon.com/planetchili Planet Chili Patreon] |
Latest revision as of 23:15, 18 January 2020
Introduction of a huge game-changer. The render queue system is going to allow us to decouple the concern of traversing the scene graph from the concern of issuing rending commands, making it easier and more efficient to group draw calls as required by effect, easier to optimize render commands, and easier to execute rendering on concurrent threads.
Topics Covered
- Render Queue System
- Pass
- Job
- Technique
- Step
- FrameCommander
- Bindable Cloning