Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 35"

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(Video Timestamp Index)
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GOBLINS CHEW AND GOBLINS BITE GOBLINS CUT AND GOBLINS FIGHT STAB THE DOG AND CUT THE HORSE GOBLINS EAT AND TAKE BY FORCE! GOBLINS RACE AND GOBLINS JUMP GOBLINS SLASH AND GOBLINS BUMP BURN THE SKIN AND MASH THE HEAD GOBLINS HERE AND YOU BE DEAD! CHASE THE BABY CATCH THE PUP BONK THE HEAD TO SHUT IT UP BONES BE CRACKED FLESH BE STEWED WE BE GOBLINS! YOU BE FOOD!
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This tutorial is really an assortment a various topics. The main one here is the shader accuracy issue of renormalizing normal vectors, particularly after interpolation. Also, organization of shader code with the HLSL preprocessor is featured prominently. And don't miss the part where we flex our Graphics Debugger muscles again.
  
 
== Topics Covered ==
 
== Topics Covered ==
* Filtering (specular) maps to reduce noise
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* Renormalization
* Subsurface Scattering (Synopsis)
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* HLSL #include directive to organize shader code
* Editing .mtl files
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* Texture processing command line utility
* Ambient / Specular balancing
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* Using Graphics Debugger to verify bound resources
* Specular highlights for metallic materials
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* Extracting Euler (rotation) angles / translation from a 4x4 matrix
* Environment mapped reflections (Synopsis)
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* Fixes
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** Hardcoding of texture path
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** angle_wrap math function
  
 
== Video Timestamp Index ==
 
== Video Timestamp Index ==
* [https://youtu.be/W9woJbSHfAg Tutorial 35]
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* [https://youtu.be/sz1W5gDkKC0 Tutorial 36]
  
 
== Source Code ==
 
== Source Code ==
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== See also ==
 
== See also ==
* [[Hardware 3D (C++ DirectX Graphics) Tutorial 36|Next in series (Tutorial 36)]]
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* [[Hardware 3D (C++ DirectX Graphics) Tutorial 37|Next in series (Tutorial 37)]]
 
* [[Hardware 3D Series (C++ DirectX Graphics)]]
 
* [[Hardware 3D Series (C++ DirectX Graphics)]]
 
* [https://www.patreon.com/planetchili Planet Chili Patreon]
 
* [https://www.patreon.com/planetchili Planet Chili Patreon]

Revision as of 23:17, 29 September 2019

This tutorial is really an assortment a various topics. The main one here is the shader accuracy issue of renormalizing normal vectors, particularly after interpolation. Also, organization of shader code with the HLSL preprocessor is featured prominently. And don't miss the part where we flex our Graphics Debugger muscles again.

Topics Covered

  • Renormalization
  • HLSL #include directive to organize shader code
  • Texture processing command line utility
  • Using Graphics Debugger to verify bound resources
  • Extracting Euler (rotation) angles / translation from a 4x4 matrix
  • Fixes
    • Hardcoding of texture path
    • angle_wrap math function

Video Timestamp Index

Source Code

See also