Reference Summary: Previously, we extended the transform and script components of our entities with the functionality that enables us to update entity ... In the last video we made a constant buffer class and today we're going to use it to send view and projection matrices to the GPU.
Game Engine Programming 052 3 Compiling Hlsl Shader Variations C Game Engine -
Previously, we extended the transform and script components of our entities with the functionality that enables us to update entity ... In the last video we made a constant buffer class and today we're going to use it to send view and projection matrices to the GPU. In the last video, we finally got our first render to look correct and did a couple of improvements along the way as well.
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- Previously, we extended the transform and script components of our entities with the functionality that enables us to update entity ...
- In the last video we made a constant buffer class and today we're going to use it to send view and projection matrices to the GPU.
- In the last video, we finally got our first render to look correct and did a couple of improvements along the way as well.
- In episode 35, I talked about creating pipeline state objects (PSOs) and we saw that we can use a PSO to load
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