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documentation:dx11

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DirectX 11

This namespace contains all the new DirectX11 functionality. It uses SharpDX as .Net wrapper. This has been chosen over slimdx, since it is a direct port, and faster than SlimDX

A solution must still be found for the Input libraries missing in SharpDX

TODO

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

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!

Have a look at the CSM implemetation in D3D SDK. There is also an optimized version of CSM in ShaderX 7.

Alpha-to-coverage

Research on how to use MSAA for this. Humus has a sample: http://www.humus.name/index.php?page=3D&ID=61

documentation/dx11.1314887784.txt.gz · Last modified: 2024/08/26 13:57 (external edit)

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