![]() ![]() Once all the points of the sphere model are in the vertex buffer we can then send the vertex buffer to the GPU so that it can render the model. So for us to render the sphere model we need to put all the vertices that form the sphere into a special data array that we call a vertex buffer. The 3D sphere model is actually composed of hundreds of triangles:Įach of the triangles in the sphere model has three points to it, we call each point a vertex. To illustrate this concept let us take the example of a 3D model of a sphere: The first concept to understand is vertex buffers. These are the most fundamental concepts that you need to understand and utilize to render 3D graphics. It will also be the introduction to using vertex and index buffers in DirectX 11. This tutorial will be the introduction to writing vertex and pixel shaders in DirectX 11.
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