Media Summary: In the last episode we created data structures and functions that manage directional lighting data. In order to use the lighting data ... Today we go back to our d3d12 low-level render and create an Although the code for sending geometry content to the graphics renderer is ready for use, I'd like to spend a bit more time and ...
19 Arbitrary Gpu Upload C Game Engine Programming - Detailed Analysis & Overview
In the last episode we created data structures and functions that manage directional lighting data. In order to use the lighting data ... Today we go back to our d3d12 low-level render and create an Although the code for sending geometry content to the graphics renderer is ready for use, I'd like to spend a bit more time and ... In the last video, we almost finished constructing the Discussing "Binary Serialization" and demonstrating its use in a small, custom pixel art editor using In the last video, we set up a command queue, command list and a set of command allocators to be used for