Game Engine Programming 051.3 - Depth-prepass and render functions | C++ Game Engine

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Previously, we created a cache buffer which we can use to cache all information that the gpass module needs while rendering the scene. Today, we're going to fill this cache with data and also finish writing the depth-prepass and gpass render functions in the low-level renderer.

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00:00 - intro
00:43 - fill gpass cache with data
03:43 - fill in per-object data
04:55 - compute and add to-world and inverse-world transform matrices
10:03 - setting root signature, root parameters and pipeline state object
13:00 - finish writing depth-prepass and render functions

keywords: graphics, renderer, constant buffer, directx, direct3d

by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries
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