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

Published October 22, 2022
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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)

✅ Support Game Engine Series https://patreon.com/gameengineseries

✅ Discord https://discord.gg/75ZmXwz

? Mr. Frummel https://instagram.com/mr.frummel

Further reading:

? The Care and Feeding of Modern Swap Chains Pt1: https://walbourn.github.io/care-and-feeding-of-modern-swapchains/

? The Care and Feeding of Modern Swap Chains Pt2: https://walbourn.github.io/care-and-feeding-of-modern-swap-chains-2/

? The Care and Feeding of Modern Swap Chains Pt3: https://walbourn.github.io/care-and-feeding-of-modern-swap-chains-3/

? DXGI overview: https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/d3d10-graphics-programming-guide-dxgi

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

by Arash Khatami

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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries

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