Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 24"
From Chilipedia
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== Video Timestamp Index == | == Video Timestamp Index == | ||
* [https://youtu.be/Sv3pjKJr-vY Tutorial 24.1] | * [https://youtu.be/Sv3pjKJr-vY Tutorial 24.1] | ||
+ | * [https://youtu.be/IuDF220u0-8 Tutorial 24.2] | ||
== Source Code == | == Source Code == |
Revision as of 14:06, 25 May 2019
In this tutorial we write our first non-trivial shader program--basic point light pixel shading with specular highlights. We take this opportunity to check out the functionality of the Graphics Debugger (it's pretty dope).
Topics Covered
Part 1
- Point light class with ImGui controls
- Single-color per-pixel diffuse shader
- Graphics Debugger
- Examining pixel history
- Stepping through shader code and inspecting variables
- Inspecting CPU-side call stack corresponding to D3D events
- Inspecting contents of constant buffers
- Object history
Part 2
- Organizing constant buffers
- Specular highlights
- Constant buffer data alignment issues
- Graphics Debugger geometry inspection