Direct3D 12
BRE Architecture Series Part 11 – Ambient Occlusion Pass
In this opportunity, we are going to talk about the ambient occlusion pass. Its previous pass is GeometryPass and its next pass is EnvironmentLightPass.…
BRE Architecture Series Part 10 – Tone Mapping Pass and Post Process Pass
In this opportunity, we are going to talk about tone mapping pass and post process pass. Before ToneMappingPass we have SkyBoxPass and just later…
BRE Architecture Series Part 9 – Skybox Pass
In this opportunity, we are going to talk about the skybox pass. Its previous pass is EnvironmentLightPass and its next pass is ToneMappingPass. You…
BRE Architecture Series Part 8 – Environment Light Pass
In this opportunity, we are going to talk about the environment light pass. Its previous pass is AmbientOcclusionPass and its next pass is SkyBoxPass.…
BRE Architecture Series Part 7 – Geometry Pass
In this opportunity, we are going to talk about the most complex pass in BRE (at the time of writing this article). It is…
BRE Architecture Series Part 6 – Render Manager and Command List Executor
In this opportunity, we are going to talk about one of the most important components in BRE: the RenderManager. It is a class that…
BRE Architecture Series Part 5 – Scene Generation
In this opportunity, we are going to talk about the scene generation process since it is loaded from a file stored on the disk…
BRE Architecture Series Part 4 – Scene format
In this article, we are going to talk about the scene format that we use for BRE.
BRE Architecture Series Part 3 – Helpers
In this opportunity, we are going to talk about the commonly denominated “utilities” or “helpers” of BRE. To explain in more detail, we are…
BRE Architecture Series Part 2 – Managers
In this opportunity, we are going to see the “managers” of BRE. The managers are static classes (i.e. all its methods and member variables…