Description: DirectX11 rendering engine development, which has Vertex shader, Pixel shader, Geometry shader, Compute shader and Hull shader example, there are many examples of post processing, there are many Direct3d11 GPU effects, is the best practical tools for learning D3D11.
To Search:
- [Game] - D3D games DEMO a collision fighting game
- [collide_in_motion] - Demonstrated the use of DirectX9 moving
- [plane_shade] - Use DirextX9, the establishment of 3D fr
File list (Check if you may need any files):
branches
BuildProcessTemplates
.....................\DefaultTemplate.xaml
.....................\UpgradeTemplate.xaml
tags
trunk
.....\Hieroglyph3
.....\...........\Applications
.....\...........\............\AmbientOcclusionI
.....\...........\............\.................\AmbientOcclusionI.vcproj
.....\...........\............\.................\App.cpp
.....\...........\............\.................\App.h
.....\...........\............\.................\ViewAmbientOcclusion.cpp
.....\...........\............\.................\ViewAmbientOcclusion.h
.....\...........\............\BasicApplication
.....\...........\............\................\App.cpp
.....\...........\............\................\App.h
.....\...........\............\................\BasicApplication.vcproj
.....\...........\............\BasicComputeShader
.....\...........\............\..................\App.cpp
.....\...........\............\..................\App.h
.....\...........\............\..................\BasicComputeShader.vcproj
.....\...........\............\BasicHolographicRendering
.....\...........\............\.........................\App.cpp
.....\...........\............\.........................\App.h
.....\...........\............\.........................\BasicHolographicRendering.vcproj
.....\...........\............\BasicRenderViews
.....\...........\............\................\App.cpp
.....\...........\............\................\App.h
.....\...........\............\................\BasicRenderViews.vcproj
.....\...........\............\BasicScenes
.....\...........\............\...........\App.cpp
.....\...........\............\...........\App.h
.....\...........\............\...........\BasicScenes.vcproj
.....\...........\............\BasicScripting
.....\...........\............\..............\App.cpp
.....\...........\............\..............\App.h
.....\...........\............\..............\BasicScripting.vcproj
.....\...........\............\BasicTessellation
.....\...........\............\.................\App.cpp
.....\...........\............\.................\App.h
.....\...........\............\.................\BasicTessellation.vcproj
.....\...........\............\Bin
.....\...........\............\CurvedPointNormalTriangles
.....\...........\............\..........................\App.cpp
.....\...........\............\..........................\App.h
.....\...........\............\..........................\CurvedPointNormalTriangles.vcproj
.....\...........\............\Data
.....\...........\............\....\Models
.....\...........\............\....\......\bowl.ms3d
.....\...........\............\....\......\box.ms3d
.....\...........\............\....\......\hedra.ms3d
.....\...........\............\....\......\Sample_Scene.ms3d
.....\...........\............\....\......\Screen.ms3d
.....\...........\............\....\......\ScreenFrame.ms3d
.....\...........\............\....\......\spring.ms3d
.....\...........\............\....\......\suzanne.ply
.....\...........\............\....\......\TBone.ms3d
.....\...........\............\....\......\Walker.ms3d
.....\...........\............\....\Scripts
.....\...........\............\....\.......\Actor.lua
.....\...........\............\....\.......\SceneTestScript.lua
.....\...........\............\....\Shaders
.....\...........\............\....\.......\AmbientOcclusionCS_16.hlsl
.....\...........\............\....\.......\AmbientOcclusionCS_32.hlsl
.....\...........\............\....\.......\BasicTessellation.hlsl
.....\...........\............\....\.......\CurvedPointNormalTriangles.hlsl
.....\...........\............\....\.......\DepthPS.hlsl
.....\...........\............\....\.......\DepthVS.hlsl
.....\...........\............\....\.......\FinalPassLP.hlsl
.....\...........\............\....\.......\FinalPS.hlsl
.....\...........\............\....\.......\FinalVS.hlsl
.....\...........\............\....\.......\GBuffer.hlsl
.....\...........\............\....\.......\GBufferLP.hlsl
.....\...........\............\....\.......\HeightmapVisual