Today, I'm going to write a class that represents a texture resource in the low-level render engine. We can use this class to read form texture data while rendering objects. In addition, we can also use it to create textures that can be written to by the graphics pipeline. For example, we can use it to create render targets and depth/stencil textures which we're going to write in the next video.
🟥(Red Episode)
✅ Support Game Engine Series
/ gameengineseries
✅ Discord
/ discord
🐱 Mr. Frummel
/ mr.frummel
❤️Big thanks to Shaman patrons:
Eearslya Sleiarion, Michael McMahon, Neil Wang, Oleg Shulzhenko, Shaun Mitchell, Zachary Shrout, mg, Loukit Khemka
00:00 - intro
00:52 - bug fixes
07:52 - d3d12 texture class
12:00 - release function
12:28 - constructor , creating shader resource view
15:47 - direct3d 12 resource creation functions
16:42 - create committed resource
21:32 - create placed resource
23:10 - add d3d12 helpers header
keywords: texture, d3d12, directx, direct3d, id3d12resource
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries