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» node13 rendering techniques I
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node13 rendering techniques I
acl(admin devvvv vvvvgroup)
goals:
overview of DX11 nodes
2d: renderer, quad, textures, using textureFX
3d: geometry + effects, creating geometries, instancing
basic shader coding
textureFX
recreate 20HZ:
https://vimeo.com/30668685
overview
2D Basics
Renderer
most common: Renderer (DX11), Renderer (DX11 TempTarget), Preview (DX11.Texture)
depthbuffer:
Depth Buffer Mode: Standard
Enable Depth Buffer: 1
antialiasing
AA Sample per Pixel
Primitives
Quad, FullscreenQuad, Text
Textures
filetexture
texture out from renderer
DX9ToDX11 -> htmltexture
textureFX: replacing modules, show unc/lecloneur fx
preview
Text
advanced options with DirectWrite
vs. html-texture vs. photoshop via SharedTexture
3D
Effects
fx (constant, phong)
geometryFX: show demo
(computeFX)
Geometry
primitives
spreading, consing
loading geometry
creating geometry (geometry buffer, indexed geometry buffer)
topology
check layout-valid on FX-output
rasterizer
Instancing
slicecount am shader = 1 = number of drawcalls
ConstantInstanced
no more megamesh
dynamic buffer per datatype
Layersystem
RenderState
Group
FX
Renderstate (Layer)
Validators
GetSlice
SelectObject
Frustrum
Semantics
Within -> Transforms
details
TextureFX
historisch: unc modules
NOW spreadable!!!
clone template.tfx
set pixelcolor: use input pin: note: was COLOR (semantic) now: <bool color=true;>
show filetexture -> use texTransform pin: note: <bool uvspace=true;>
invert function
grayscale function
show as multipass
PREVIOUS semantics for texture, INITIAL, PASSRESULT0, LASTFRAME
spreadable
show uv
sinus via uv
sampler clamp?
edgedetect pass (neighbourpixels): INVTARGETSIZE
multitexture blend
mask texture
GeometryFX
buffer join to explain vertexData
vsIn -> mr. wiggle
depthmap to vertex.z (kinect?)
FX
vsIn -> mr. wiggle
write constant instanced
dynamicbuffer, instanceid, vertexid, topology
RenderSemantic (S/R for arbitrary constants)
Geometry Shader
add normals
draw a line at every gridpoint + pixelcolor
TimeStamp, PipelineStatistics node
buggers
how to create a texturearray? -> ConstantArray helppatch
how to use resouce pointer?
texture queue? -> SetSlice (texture)
FX: Apply Only?
anonymous user
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