Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 21"
From Chilipedia
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== Video Timestamp Index == | == Video Timestamp Index == | ||
− | [https://youtu.be/P3lpJnm9IEY Tutorial 21.1] | + | * [https://youtu.be/P3lpJnm9IEY Tutorial 21.1] |
− | [https://youtu.be/ZoNCFe9FgG8 Tutorial 21.2] | + | * [https://youtu.be/ZoNCFe9FgG8 Tutorial 21.2] |
+ | * [https://youtu.be/rNb6UTCg2Zg Tutorial 21.3] | ||
== Source Code == | == Source Code == |
Revision as of 00:28, 28 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 the game entities that are drawn; they contain a collection ofBindable
s) - 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
Part 2
- Static collection of per-class
Bindable
-
SetIndexFromStatic
- Sharing cbuffer between instances of
TransformCbuf