This tutorial is part of a Collection: Braynzar Soft Tutorials
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04. DirectX 12 - Braynzar Soft Tutorials [Collection]

This is a collection of DirectX 12 tutorials!

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01. Setting up DirectX 12 for Visual Studio 2015
01. Setting up DirectX 12 for Visual Studio 2015
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This tutorial will teach you how to set up a Visual Studio 2015 project with DirectX 12
02. Creating a Window
02. Creating a Window
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Before we can start drawing with directx, we need to create a window to draw on. In this tutorial we will create a window using the Win32 API that direct3d can draw in.
03. Initializing DirectX 12
03. Initializing DirectX 12
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This tutorial will get us started using Direct3D 12
04. Drawing!
04. Drawing!
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We will start drawing geometry onto the screen in this tutorial. We will learn more about Pipeline State Objects (PSO) and Root Sigantures. We will also learn about resource heaps, viewports, scissor rectangles and vertices!
05. Adding Color
05. Adding Color
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Let's get some color in our scene. In this tutorial we will add color to our vertices to color our triangle. This involves updating the vertex shader to pass the color to the pixel shader, the pixel shader to output the color passed to it, the vertex structure to add a color attribute, and the input layout to include a color input element.
06. Index Buffers
06. Index Buffers
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In this tutorial we will learn how to use indices to define our triangles. This is useful because we can remove duplicate vertices, as many times the same vertex is used in multiple triangles.
07. Depth Testing
07. Depth Testing
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we will learn about depth testing in this tutorial. We will draw two quads, one further away from the camera, and one closer. We will draw the further away quad last to highlight the importance of depth testing. Without depth testing, the further away quad will show up in front of the closer quad because it is drawn second.
08. Constant Buffers (Using Root Descriptor Tables...
08. Constant Buffers (Using Root Descriptor Tables)
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In this tutorial we will see how to send data to the shaders using a descriptor table containing a constant buffer view.
09. Transformations and World View Projection Spac...
09. Transformations and World View Projection Space Matrices
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In this tutorial, we will learn about matrices, transformations, world/view/projection space matrices, and constant buffers per draw.
10. Textures From File
10. Textures From File
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This tutorial will teach you how to create textures from a file. We will learn how to load in an image from a file using the Windows Imaging Component (WIC) API. Once we have the image loaded in, we will upload it to a default resource heap using an upload heap, create an SRV, then use sample from that SRV in our pixel shader to color our cube.
11. Drawing text in DirectX 12
11. Drawing text in DirectX 12
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In this tutorial we will learn how to draw some bitmap text in directx 12. We will also learn how to use a high precision timer to get our frames per second as well as keep the timing of our game logic consistent, where things move based on time rather than based on how fast the computer runs as in the previous tutorials.