Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 48"

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(Created page with "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 betwee...")
 
(Topics Covered)
Line 4: Line 4:
 
* Overview of render graph and why this system is needed
 
* Overview of render graph and why this system is needed
 
* <code>Pass</code> classes and the pass hierarchy
 
* <code>Pass</code> classes and the pass hierarchy
* <code>Sink</code> and <code>Source</code><code></code>
+
* <code>Sink</code> and <code>Source</code>
 
* <code>RenderGraph</code> base class and usage
 
* <code>RenderGraph</code> base class and usage
 
* Changes to <code>Step</code>
 
* Changes to <code>Step</code>

Revision as of 19:33, 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 and Source
  • RenderGraph base class and usage
  • Changes to Step
  • Distinction between Buffer Sink/Source and Bindable Sink/Source
  • ContainerBindableSink

Video Timestamp Index

Source Code

See also