Game Engine Programming 034.1 - A texture class for the Direct3D 12 render engine | C++ Game Engine
Today, I'm going to write a class that represents a texture resource in the low-level render engine. We can use this class to read form texture data while rendering objects. In addition, we can also use it to create textures that can be written to by the graphics pipeline. For example, we can use it to create render targets and depth/stencil textures which we're going to write in the next video. ?(Red Episode) ✅ Support Game Engine Series https://patreon.com/gameengineseries ✅ Discord https://discord.gg/75ZmXwz ? Mr. Frummel https://instagram.com/mr.frummel ❤️Big thanks to Shaman patrons: Eearslya Sleiarion, Michael McMahon, Neil Wang, Oleg Shulzhenko, Shaun Mitchell, Zachary Shrout, mg, Loukit Khemka 00:00 - intro 00:52 - bug fixes 07:52 - d3d12 texture class 12:00 - release function 12:28 - constructor , creating shader resource view 15:47 - direct3d 12 resource creation functions 16:42 - create committed resource 21:32 - create placed resource 23:10 - add d3d12 helpers header keywords: texture, d3d12, directx, direct3d, id3d12resource by Arash Khatami ------------------------------------------------------------- #PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries
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