Simon's Tech Blog

Reflection and Serialization

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Introduction Reflection and serialization is a convenient way to save/load data. After reading "The Future of Scene Description on ...

Render Graph

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Introduction Render graph is a directed acyclic graph that can be used to specify the dependency of render passes. It is a convenient way t...

D3D12 Constant Buffer Management

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Introduction In D3D12, it does not have an explicit constant buffer API object (unlike D3D11 ). All we have in D3D12 is ID3D12Resource whi...
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Simon
A game programmer, interested in graphics programming.
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