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Latest renderer Activity

KielanT said:
I am bit stuck and lacking understanding of command lists

Command lists are just what they sound like - lists of commands. The GPU hardware consumes these commands, so it is how you direct the hardware to do things. You use this to set various bits of GPU state, tell it to execute shade…

1,168 views
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awkwardbanana123 said:
So this leads to my question of, how can i structure the code or do this in such a way, where all rotation in my engine is done around the local axis - for the general case. Unless i have some u.i setting to switch it to global axis.

In case you do not know, local vs. global de…

4,401 views

Yes, the pre-allocated mesh structure must live past a single frame.

Just like textures and shaders – you don't want to re-upload textures, or re-compile shaders, every frame.

5,760 views

If you use a texture array where each “channel ” (diffuse/spec/normal/emissive) has an associated index for each material, you could use a special index to indicate that it should use a default value instead of sampling an actual texture. Then in the shader you could just branch on checking for tha…

5,851 views

@LorenzoGatti Wow, well actually I haven't thought of that, but I think that I could easily extend the Renderer system with flag that indicates if it's needed multiple times, and then creating multiple lists in the RenderingEngine, but maybe I'll have to do a little bit of redesigning. I'm just abo…

9,473 views
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