Hardware 3D (C++ DirectX Graphics) Tutorial 43
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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
Video Timestamp Index
Source Code
See also
- Next in series (Tutorial 44)
- Hardware 3D Series (C++ DirectX Graphics)
- Planet Chili Patreon