After getting some good feedback so far on this forum, I'm back again. This time it's about preprocessing rendering data. Sorry for the long rant but this is a complicated topic to me and I wanted to explain the issue well.
Currently, I'm rewriting my mishmash of 500 billion (ok more like 15, but planned to grow) separate shader classes into a generic system. So far, creating a generic class to represent a set of drawing states (everything you need to call draw() and set textures, constant buffers, VBs, IBs etc…) is getting clear, and, having put …
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Modern rendering and data creation pipeline
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