Game Engine Programming 032.2 - Using the render surface | C++ Game Engine

Опубликовано: 03 Октябрь 2024
на канале: Game Engine Series
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In the last video, I made a render surface class that uses a DXGI swap chain and today I'm going to integrate that class into our low-level renderer, so that we can create render surfaces and use them for displaying each frame.
🟥(Red Episode)

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❤ Big thanks to Shaman patrons:
Eearslya Sleiarion, Michael McMahon, Neil Wang, Oleg Shulzhenko, Shaun Mitchell, Zachary Shrout, mg, Loukit Khemka

00:00 - intro
00:38 - add low-level renderer interface functions for render surfaces
06:56 - adding move operations to d3d12_surface class
11:59 - closing windows when Escape key is pressed
13:39 - write a timer class to measure the frame rate
17:00 - unlocking the frame rate by allowing screen tearing

Further reading:

🔗 The Care and Feeding of Modern Swap Chains Pt1:
https://walbourn.github.io/care-and-f...

🔗 The Care and Feeding of Modern Swap Chains Pt2:
https://walbourn.github.io/care-and-f...

🔗 The Care and Feeding of Modern Swap Chains Pt3:
https://walbourn.github.io/care-and-f...

🔗 DXGI overview:
https://docs.microsoft.com/en-us/wind...

keywords: graphics rendering, direct3d 12, directx 12, dxgi, swap chain

by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries