Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 18"

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(Video Timestamp Index)
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== Video Timestamp Index ==
 
== Video Timestamp Index ==
[https://youtu.be/VELCxc0fmwY Tutorial 18]
+
[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 19|Next in series (Tutorial 19)]]
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* [[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

Video Timestamp Index

Tutorial 18

Source Code

See also