Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 43"

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(Created page with "Introduction of a huge game-changer. The render queue system is going to allow us to decouple the concern of traversing the scene graph from the concern of issuing rending com...")
 
(See also)
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== See also ==
 
== See also ==
* [[Hardware 3D (C++ DirectX Graphics) Tutorial 43|Next in series (Tutorial 44)]]
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* [[Hardware 3D (C++ DirectX Graphics) Tutorial 44|Next in series (Tutorial 44)]]
 
* [[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 20:48, 18 January 2020

Introduction of a huge game-changer. The render queue system is going to allow us to decouple the concern of traversing the scene graph from the concern of issuing rending commands, making it easier and more efficient to group draw calls as required by effect, easier to optimize render commands, and easier to execute rendering on concurrent threads.

Topics Covered

  • Render Queue System
    • Pass
    • Job
    • Technique
    • Step
    • FrameCommander
  • Bindable Cloning

Video Timestamp Index

Source Code

See also