documentation:dx11
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| documentation:dx11 [2011/06/06 08:21] – [TODO] mhgamework | documentation: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-> | ||
| - | * and then | ||
| - | * device-> | ||
| ===== 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)
