Welcome back! This time, the focus is going to be on Stream-Out (SO). This is a facility for storing the Output of the Geometry Shader stage to memory, instead of sending it down the rest of the pipeline. This can be used to e.g. cache skinned vertex…
原文:Introduction to 3D Game Programming with DirectX 12 学习笔记之 --- 第七章:在Direct3D中绘制(二) 代码工程地址: https://github.com/jiabaodan/Direct12BookReadingNotes 学习目标 理解本章中针对命令队列的更新(不再需要每帧都flush命令队列),提高性能: 理解其他两种类型的根信号参数类型:根描述和根常量: 熟悉如何通过程序方法来绘制通用的几何形状:盒子,圆柱体和球体: 学…