» 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

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?

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