Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 24"
From Chilipedia
(→Part 2) |
(→Topics Covered) |
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* Constant buffer data alignment issues | * Constant buffer data alignment issues | ||
* Graphics Debugger geometry inspection | * Graphics Debugger geometry inspection | ||
+ | === Part 3 === | ||
+ | * Add final drawable (flat-shaded cone) | ||
+ | * Some fun times with ImGui (manipulating cube parameters) | ||
== Video Timestamp Index == | == Video Timestamp Index == |
Revision as of 23:09, 1 June 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).
Contents
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
Part 3
- Add final drawable (flat-shaded cone)
- Some fun times with ImGui (manipulating cube parameters)