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Member Since 28 Mar 2008
Offline Last Active May 03 2015 04:33 PM

Posts I've Made

In Topic: Graphics Programming book?

08 February 2015 - 03:53 PM

I would recommend http://www.amazon.com/Practical-Rendering-Computation-Direct3D-11-ebook/dp/B00918NNIS/ref=zg_bs_3922_26 . It is currently the most indepth book out there, in my opinion. There is also sample code for the book, which is also well documented.

In Topic: Tutorials, books on doing GUI design and programming?

21 November 2012 - 01:10 AM

Game Engine Gems, Volume 1 has a great chapter on GUI programming named "A GUI Framework and Presentation Layer".

In Topic: GameDev Chat Nazis

10 January 2012 - 04:46 PM

While I was not in during this occurance, the channel is actually ran rather well. There is an alternative, which is #gamedev on freenode, however, I think you would agree that this channel is much better.

In Topic: [DX11] Does order matter in D3D11_INPUT_ELEMENT_DESC?

09 November 2011 - 06:15 PM

If you want to use D3D11_APPEND_ALIGNED_ELEMENT for the AlignedByteOffset then it will need to be in order I believe.

In Topic: Global Variables

01 June 2011 - 12:11 PM

For avoiding global rendering variables, I create to classes. One named "RenderInterface" and one named "RenderUtility".

RenderInterface does much of the heavy lifting of getting the scene ready, such as Begin,Present, setting blend modes, initialize the graphics api, etc. This does not get passed around and stays in my "Application" class.

RenderUtility will be used as a utility to create things such as vertex buffers, index buffers and render streams, etc. This will get passed around slightly, but is still rarely passed around.

Neither one of these classes are registered as singletons, but in order to build a RenderUtility, it needs to have a valid RenderInterface passed in.