Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 48"
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* Distinction between Buffer <code>Sink</code>/<code>Source</code> and Bindable <code>Sink</code>/<code>Source</code> | * Distinction between Buffer <code>Sink</code>/<code>Source</code> and Bindable <code>Sink</code>/<code>Source</code> | ||
* <code>ContainerBindableSink</code> | * <code>ContainerBindableSink</code> | ||
+ | * Wishlist of future render graph system features | ||
== Video Timestamp Index == | == Video Timestamp Index == | ||
− | * [https://youtu.be/ | + | * [https://youtu.be/FNtMryLkQ5U Tutorial 48] |
== Source Code == | == Source Code == |
Latest revision as of 20:59, 29 March 2020
We look at a render graph system for creating smart Pass objects that encapsulate and automate the different render passes in our scene, and for defining the connection between those passes and compiling them into a single render graph. Very THICC video.
Topics Covered
- Overview of render graph and why this system is needed
-
Pass
classes and the pass hierarchy -
Sink
andSource
-
RenderGraph
base class and usage - Changes to
Step
- Distinction between Buffer
Sink
/Source
and BindableSink
/Source
-
ContainerBindableSink
- Wishlist of future render graph system features