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.

Important details found

  • 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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Game Engine Programming 052.3 - Compiling HLSL shader variations | C++ Game Engine

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In the last video, we finally got our first render to look correct and did a couple of improvements along the way as well. Now we're ...

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Read more details and related context about Game Engine Programming 036.3 - Compiling HLSL shaders with DXC | C++ Game Engine.

Game Engine Programming 052.2 - Fixing the graphics and reversing depth | C++ Game Engine

Game Engine Programming 052.2 - Fixing the graphics and reversing depth | C++ Game Engine

Previously, we extended the transform and script components of our entities with the functionality that enables us to update entity ...

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HLSL Shaders VS Shader Graph - Which One To Use?

Read more details and related context about HLSL Shaders VS Shader Graph - Which One To Use?.

Game Engine Programming 036.2 - Infrastructure for engine shaders | C++ Game Engine

Game Engine Programming 036.2 - Infrastructure for engine shaders | C++ Game Engine

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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Read more details and related context about How to build a game engine | #019 | Vulkan Shader Modules and compiling to SPIR-V.

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Game Engine Programming 076.2 - Calling shader compilation functions in the level editor

Read more details and related context about Game Engine Programming 076.2 - Calling shader compilation functions in the level editor.

Game Engine Programming 057.2 - Tile-based light culling: dispatch compute shader | C++ Game Engine

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Read more details and related context about Game Engine Programming 057.2 - Tile-based light culling: dispatch compute shader | C++ Game Engine.

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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.