Jump to content
  • Advertisement
Sign in to follow this  
nbertoa

DX12 [D3D12] Metals, Normal Mapping, Tessellation, Displacement Mapping

This topic is 690 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi community. I want to share my current progress with DirectX 12.

 

I wrote the following post

 

https://nbertoa.wordpress.com/2016/08/29/directx12-engine-metals-normal-mapping-tessellation-displacement-mapping/

 

If you only want to watch the videos:

 

Metal and Non-Metal Rendering

 

Tessellation and Displacement Mapping

 

If you want to see the source code, it is located at GitHub

 

 

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!