documentation:dx11
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documentation:dx11 [2011/07/05 07:14] – mhgamework | documentation:dx11 [2024/08/26 13:25] (current) – external edit 127.0.0.1 | ||
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===== TODO ===== | ===== TODO ===== | ||
- | * Create a new LineManager3D. | ||
- | * Create functionality to render dots/ | ||
- | * Maybe the lines can be billboard rendered too, for improved rendering quality? | ||
- | * 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 ===== | ||
documentation/dx11.1309850086.txt.gz · Last modified: 2024/08/26 13:57 (external edit)