This is going to be a very brief tutorial; the idea for it came about from a comment on my very first tutorial about using multiple viewports. I assumed that using multiple viewports would be a simple matter of just calling a SetViewport method just like in DX9, but it isn’t. I tried finding some … Continue reading
I’ve made some progress on my Collada loader, it can now fully load geometry from collada DAE files. I don’t want to release the code until I have some proper error checking in place and have materials and texture loading working as well… Currently what the loader does is take a Collada DAE (digital asset … Continue reading
Well I’ve made progress with my collada loader, using irrXML (which is by far the best and simplest SAX-style XML parser I’ve found). I have loaded in all object geometries and submeshes and reformatted them into DX data structures. What my loader will do is parse a collada file and return a struct for each … Continue reading
It’s been ages since my last DirectX 10 tutorial and I apologize, I’ve been buried under a ton of work and haven’t had much free time lately. This is going to be a very short tutorial on pretty much the final stage in the rendering pipeline: color blending. If you recall, each frame displayed on … Continue reading
Introduction: Okay so I promised I’d write a tutorial on writing a simple free look vector based camera, this tutorial doesn’t only apply to DirectX10 but to pretty much any graphics API. We want to keep things simple initially so the simplest possible camera we can implement short of a first person style camera is … Continue reading
So I’ve started with developing the AI test bed for my masters experiments, and since I kinda wanted something that looked nice, I basically started developing a game engine without knowing it I’ve been working on it for around a week now, and have a very basic renderer and a basic camera system going… The … Continue reading
Since my car has been broken for the last two days, I’ve taken off work and have been working on my Masters degree, since part of my Masters involves building a small “game engine” for AI testing, I’ve been doing some more DX10 work, so its convenient for me to quickly slap together a few … Continue reading
Okay so it’s been a while since my last tutorial, and I apologize for that. We dealt with textures in the last tutorial, and many of you might be wondering while I handled that so early? Well mainly because D3D 10 isn’t exactly an API designed for beginners, so a critical feature required for any … Continue reading
So it’s been sometime since the last tutorial and I apologize for that, I’ve been busy wrapping up my exams for my second degree and finishing off a mini thesis for one of my subjects. So now that it’s all over with I‘ve sat down and done a small tutorial on dx10 texturing. A lot … Continue reading
Okay I managed to find some time and wrote a very basic second tutorial that introduces the main concepts behind primitive rendering in DX10. This tutorial builds upon the base code of tutorial 1 so check that out if you haven’t already. Also I need to mention that I’m not writing these tutorials for complete … Continue reading