Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 21"

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In this 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.
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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 ==
 
== Topics Covered ==

Revision as of 11:27, 22 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 meshes that are drawn; they contain a collection of Bindables)
  • 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

Video Timestamp Index

Tutorial 21.1

Source Code

See also