C++ 3D DirectX Tutorial [Device Init / Fill Screen / Present]

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C++ 3D game programming tutorial teaching how to build a 3D engine from scratch using DirectX (Direct3D 11) to leverage hardware acceleration.

This video covers initialization of the device object, screen fill, and presentation.

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never been happier to see some flashing colors, 4 days well spent!

ScrotumScraper
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i've been watching your tutorial for three days now.
i just want to say thank you for doing this and it helps me a lot learning DirectX3D 11

tomjeong
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Thank you so much! This is the best DX tutorial ever, no beginner level bullshit at all, just useful knowledges! I‘ve seen many DX/OpenGL tutorials, basically they just tell you how to draw a triangle on the screen…

huiyingzhai
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I am just watching the startee series, but came here to drop a like for your work =)

WhatTheMinecraft
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Three days after I found your series and I have my first DirectX app running and started to grasp some basics! You're genious at explaining this.

kotbegemot
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After the last two videos I thought there was no way I could do this but getting this to work was really inspiring, I hope by just doing (aka pretty much copying what you write) will broaden my understanding. Love your work!

billowen
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Great job. Really enjoying this series.

rondlopez
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You have explained in approximately 20 minutes the whole initialization stuff from device and swapchain whereas some books needs hundereds of sites filled with boring text to explain that shit. Great! :-)

fireballgfx
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finally get into the d3d code~ awesome, thanks Chili!!!

sam_is_people
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C++17 tip: You could use std::optional instead of std::unique_ptr for the deferred construction of Graphics to avoid the dynamic memory allocation of make_unique!

SonicFan
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Cogratulations to us all, finally some graphics shit

Vyacheslavskiy
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For anybody using GLFW like I did, just start here. (Make sure you enabled native window access.) Replace glfwSwapBuffers(GLFWwindow* window) with the IDXGISwapChain::Present(UINT SyncInterval, UINT Flags). Using the Windows API for windowing is just plain awful.

evanotoole
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One of the hangups I've had with calling CreateDeviceAndSwapChain() is in the variable. If you look in the header or even the MSDN one option is DXGI_USAGE_BACK_BUFFER and it would be logical to believe that this would be the preferred flag to use, but chili is correct is the correct one. I haven't found a reason to ever use DXGI_USAGE_BACK_BUFFER to this day.

MrAlbinopapa
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Very well explained in depth but I am getting a runtime exception

Exception thrown: read access violation.
was nullptr.

This exception is presented on the line pSwap->Present(1u, 0); of Graphics::EndFrame().

hitarthpadaliya
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I wish you went more into detail for example with what swap chain discard does

alterWarOfficial
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I succeed!!!!thank


and if someone have a error C3203 of unique_ptr in vs2015, replace "chiliwindow.h" with <Windows.h>, something wrong happen when two".h" include each other in

potterjohn
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i retract that comment, hidden in the video is the answer, delete the line Graphics gfx; lmao.
also seems this video cleared up some odd window lag issues after switching to peekmessage in the previous bits of the series.

OneMeanDragon
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12:52
instead of a black window being presented all i see is and exception thrown in app.cpp at wnd.Gfx().EndFrame();, because pSwap is nullptr
did i miss something?


EDIT: somehow fixed it, and i don't really know how, which is the worst possible way to fix things

Napert
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Hello Chili! I really enjoy the video I want to ask a question: In the graphics class, is an Init() funcition somewhat replaceable for the smart pointer ? Will the Init function make the code become stinky
?

LienKim-rybc
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My only complaint about these tutorials is that you tend to talk a bit too much for my liking, though thankfully 2x speed exists

dimi
welcome to shbcf.ru