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documentation:dx11 [2011/07/05 07:11] – [Geometry shader] 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 =====
  
documentation/dx11.1309849884.txt.gz · Last modified: 2024/08/26 13:57 (external edit)

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