Basic Structure of a Graphics Application

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1 comment, last by derek7 18 years, 12 months ago
Basic Structure of a Graphics Application -Initialize APIInitialization-Check hardware capabilities -Create resources: render targets, shaders, textures, geometry -For every frame: Rendering loop -Draw to back buffer: -Clear frame buffer -For each draw call: -Set index and vertex buffers -Set vertex and pixel shaders and their parameters -Set texture sampling parameters -Set render states -Set render target -Issue draw command -Swap back buffer and front buffer my question is: render targets is a target. Is it a resources? It need to create ? Isn't it a final target?
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The render target is usually the back buffer. This is basically a texture resource which needs to be created and added to the swap chain of the device. You can also render to other textures designated as render targets to achieve certain effects or take screenshots. I don't understand what you mean by 'final target'.

Greetz,

Illco
I mean do a lot of work in 3d in order to get a or a sequence of 2d image on screen of compute.

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