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Trianlge strips don't necessarily give increased performance In the old days (pre-1998/99) GPU vendors used to recommend triangle strips as the optimal primitive type, but that was in a very specific case - non-indexed triangle strips using the GL_TRIANGLE_STRIP mode via glDrawArrays or glBegin/glEnd. In 1998/99 something happened - Quake III Arena was ...


2

Not all of the software you listed calculates lighting the same way, or the same in all circumstances. There are a few different approaches: Offline raytracing / path tracing are used by 3D modelling software like Maya/Blender/Houdini when you want to output a high-quality final render, or a frame for something like an animated film. In these techniques, ...


1

The second argument in DrawRay is an offset. The argument you provide to a LineRenderer is a position. shootDirection.normailized * m_Range is an offset from zero — you want to add your start point to get an absolute position.


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I managed to solve the triangle rendering problem via changing ClearDepthStencilView() 0u to 1u const FLOAT clr[] = { 0.0f, 0.5f, 0.5f, 0.0f }; pContext->ClearRenderTargetView(pRenderTexture->GetRenderView().Get(), clr); pContext->ClearDepthStencilView(pRenderTexture->GetDepthView().Get(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1u, 0u)...


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