Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 24"
From Chilipedia
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=== Part 2 === | === Part 2 === | ||
* Organizing constant buffers | * Organizing constant buffers | ||
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* Specular highlights | * Specular highlights | ||
* Constant buffer data alignment issues | * Constant buffer data alignment issues |
Revision as of 00:50, 26 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
- Multiple constant buffer binding
- Specular highlights
- Constant buffer data alignment issues
- Graphics Debugger geometry inspection