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documentation:dx11 [2011/06/06 08:21] – [TODO] mhgameworkdocumentation:dx11 [2024/08/26 13:25] (current) – external edit 127.0.0.1
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 ===== TODO ===== ===== TODO =====
  
-  * Convert to d3d 11 if possible 
-  * Create classes for managing keyboard and mouse input like in XNAGame 
-  * Create a basic shader, which is available from the DirectX10Game. EDIT: FORWARD RENDERING IS DEPRECATED 
-    * Make combinations available: 
-      * Diffuse+specular colored 
-      * Diffuse textured 
-      * Diffuse textured + normal mapped 
-      * 1 directional light 
-      * 1-3 point light 
-      * 1-3 spot lights 
-      * Diffuse textured + normal mapped + parallax 
-  * Render a sphere (create SphereMesh) 
-  * Render a model (collada or obj?) 
-  * Implement deferred rendering (spot lights) 
-  * Implement shadow mapping (spot lights) 
-  * Implement SSAO 
  
- 
- 
-===== Deferred rendering ===== 
- 
-  * * Sure :P 
-  * * It was a lot easier then I thought - I thought that I have to put some special parameters in the _DESC structures and then to create all render targets at once, but all I had to do was to make a render target array like this: ID3D10RenderTargetView* multipleRenderTargets [3]; (3 in this case). 
-  * * Then the you simply use this array to create a render target (you can create only one at a time like this): 
-  * device->CreateRenderTargetView(texture2D,&descRTV,&multipleRenderTargets[0]) 
-  * and then 
-  * device->OMSetRenderTargets(3,multipleRenderTargets,NULL) 
 ===== Geometry shader ===== ===== Geometry shader =====
  
 Can be used to render cascaded shadow maps? (see harnessing the power of dx10 from nvidia) Can be used to render cascaded shadow maps? (see harnessing the power of dx10 from nvidia)
 GS can be use to output to multiple cascaded shadow maps: use SV_RenderTargetIndex to select shadow map! GS can be use to output to multiple cascaded shadow maps: use SV_RenderTargetIndex to select shadow map!
 +
 +Have a look at the CSM implemetation in D3D SDK. There is also an optimized version of CSM in ShaderX 7.
 ===== Alpha-to-coverage ===== ===== Alpha-to-coverage =====
  
documentation/dx11.1307348483.txt.gz · Last modified: 2024/08/26 13:57 (external edit)

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