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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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