Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 18"
From Chilipedia
(→Video Timestamp Index) |
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== Video Timestamp Index == | == Video Timestamp Index == | ||
− | [https://youtu.be/ | + | [https://youtu.be/xZhx_6CV0Vo Tutorial 18] |
== Source Code == | == Source Code == | ||
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== See also == | == See also == | ||
− | * [[Hardware 3D (C++ DirectX Graphics) Tutorial | + | * [[Hardware 3D (C++ DirectX Graphics) Tutorial 20|Next in series (Tutorial 20)]] |
* [[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] |
Revision as of 19:54, 6 April 2019
Constant buffers allow us to pass data along to our shaders that remain uniform across all vertices/pixels/etc. in a single draw call. Use them for stuff like binding your transformation matrices to your vertex shader.
Topics Covered
- Constant buffers
- Dynamic resource type
- HLSL matrix and mul()
- row_major