Open walbourn opened 6 years ago
Yes please, I would be very interested in seeing these.
Please "Add textures to simple rendering". I can not solve: The input stage requires Semantic/Index (TEXCOORD,0) as input, but it is not provided by the output stage.
Here's a good link for any deferred rendering article
Notes for multi-stream & instancing:
Skinned Instancing, https://developer.download.nvidia.com/SDK/10/direct3d/samples.html
DX11 FX: https://github.com/walbourn/directx-sdk-samples/tree/master/InstancingFX11 https://github.com/microsoft/Xbox-ATG-Samples/tree/master/PCSamples/IntroGraphics/SimpleInstancingPC
DX12: https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12DynamicIndexing https://github.com/microsoft/Xbox-ATG-Samples/tree/master/PCSamples/IntroGraphics/SimpleInstancingPC12
FSE is covered in this blog series: https://walbourn.github.io/care-and-feeding-of-modern-swapchains/
Instancing is here: https://github.com/microsoft/DirectXTK/wiki/Multistream-rendering-and-instancing
Add textures to simple renderingAdd lighting to simple renderingMultistream and instancing renderingUsing the geometry shader (per-face normals)
Using compute shaders
Using hardware tessellation (simple terrain rendering)
SpriteBatch with 3D lighting, reflection, refraction using normal maps
SpriteBatch with color-keying shader (emulate old-school colorkey textures)
Hemisphere lighting (skydomes)Simple shadows (drop, projected, shadow maps)
Multi-pass rendering
Basics of deferred rendering
Cel shading (non-photorealistic rendering)
Fullscreen exclusive swapchainsMultimonitor rendering
Split-screen rendering
Direct2D/DirectWrite interop for DX11 / DX12