Media Summary: In the last video, we set up a command queue, command list and a set of command allocators to be used for multiple frame buffers ... 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 episode we created data structures and functions that manage directional lighting data. In order to use the lighting data ...
Game Engine Programming 030 2 Synchronizing Cpu And Gpu C Game Engine - Detailed Analysis & Overview
In the last video, we set up a command queue, command list and a set of command allocators to be used for multiple frame buffers ... 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 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 upload mechanism that uses a copy queue to transfer resources to ... In the last video, we almost finished constructing the upload submodule for creating After having completed the implementation of render items, we've almost everything in place in order to render our geometry.