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You can have one shader for refractive/reflective objects and one for objects that have different materials (different textures and surface properties) or you can have one big shader (uber-shader) that will determine in runtime (via uniforms) how the object should be rendered. There is a bunch of tutorials. The best one, in my humble opinion is this one: ...


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With a scene graph you can have child objects that move when parent moves. You can also make some states propagate to children, like hiding/showing groups of objects just by changing the state of the root of the hierarchy. Implementation could be done by game objects having a transform component that has a pointer to its parent.


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There are two ways to set the stencil buffer value in Direct3D 11, one of which is only available in Direct3D 11.3 (and Direct3D 12). I will split this answer into two parts accordingly. Direct3D 11 General As part of the D3D11_DEPTH_STENCIL_DESC you specify what action to take on a stencil test pass and fail. These options boil down to: Keep the current ...


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You can not Sample a texture in vertex shader with regular sampling. You should use SampleLevel and sample a specific mip level of the texture with it. This is because you don't have screen space derivatives (ddx and ddy) in the vertex shader. In the pixel shader those are used to determine the mip level. You can also use texture.Load.


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Well, it is not recommended to use in DirectX 12. Dynamic shader linkers are proven to be useless since a long time in game development, because the performance of your shader code base becomes less predictable, so it is not safe to use this feature in your app.


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UpdateSubResource or in another worlds, synchronizing CPU and GPU, D-RAM and V-RAM are always become the bottleneck of real time programs. each time you want to push new data to your texture or update it, you need to generate and prepare it in your RAM, but you can do it in another gpu thread and do not wait for it. Try use DirectX 11 Multi threading ...


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It shouldn't have any impact. You should not be implementing zoom by scaling or otherwise messing with 'the Z factor' (whatever that is) of your objects in the world. You should be implementing zoom by adjusting properties of the camera and projection (field of view, camera position). The camera and projection properties only come into play when you ...



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