Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 45"

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(Created page with "The second of two videos where we upgrade our current system with stuff we've been developing up until now (dynamic vertex/constant and Job/Pass). This video is all about comp...")
 
(Video Timestamp Index)
 
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== Video Timestamp Index ==
 
== Video Timestamp Index ==
* [https://youtu.be/9hlUk_x_vzw Tutorial 45]
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* [https://youtu.be/c5BIrzw8aTY Tutorial 45]
  
 
== Source Code ==
 
== Source Code ==

Latest revision as of 19:30, 16 February 2020

The second of two videos where we upgrade our current system with stuff we've been developing up until now (dynamic vertex/constant and Job/Pass). This video is all about completing the dynamic composition of techniques, followed by an overhaul of the Model/Node/Mesh system, reinstatement of Sponza, and dynamic probing goodness.

Topics Covered

  • System for loading vertex data from Assimp via Dynamic Vertex Layouts
  • Dynamic composition of Techniques & integration into Mesh loading
  • Separation of Model/Node/Mesh source code and conversion to new system
  • Dynamic probing of Node hierarchy down to Technique hierarchy

Video Timestamp Index

Source Code

See also