Jump to content
  • Advertisement
  • entries
  • comments
  • views

Progression Report July, 26, 2012

Sign in to follow this  
Paul C Skertich


I've been doing intense reading overall DirectX 11. As of now, I'm learning of shaders and how constant buffers work. What I've collected and you can correct me if I'm wrong - Vertex Shaders send data to the pixel datas. Constant buffers help with programming shaders with the directX application. So, one doesn't have to constantly write redundant shader code all the time. Constant Buffers takes in the cbuffer structs and the compiling figures everything out. High Level Shader Language allows both Vertex, Pixel and Constant Shaders to work together instead of having one Vertex Shader File and one Pixel Shader File. What I've gathered is that HLSL shaders allow greater effects like Bloom, Glow, Shaders, Lights etc.... Geometry Shaders add and remove vertexes while in the Geometry Pipeline which can be used for tesselation, and bill board generation and other particle effects.

I'm still learning and doing more intesnive research! I get a feeling sometimes when I ask for some advice its annoying. Rest assure, I'm doing research and more research, so I can ask less.

Alright, signing out - just jotting down what I've learned and will be learning as I progress. Have a great weekend!
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!