In the last video, we finished setting up the post-process submodule and now we can copy the rendered image of a Mandelbrot fractal from GPass main buffer to the swap chain's back-buffer. We didn't get around to handle back-buffer resizing, so that's going to be the subject of this video. Today, we're going to improve resizing of windows and implement resize for swap chain back-buffers.
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00:00 - intro
00:55 - detect window resize in test application
02:46 - implement d3d12 surface resize
06:28 - improve platform window resize
12:16 - drawing Julia set fractals
19:04 - full-screen triangle without branching
22:17 - split barriers and a useless benchmarking
27:11 - catch a bug using GPU-based validation
further reading:
Kyle Miller's fractal site: https://math.berkeley.edu/~kmill/blog...
Mandelbrot components: https://commons.wikimedia.org/wiki/Fi...
keywords: directx 12, graphics, renderer, forward+, post-process, Mandelbrot, Julia set, fractal
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries