O'Reilly logo

Practical Rendering and Computation with Direct3D 11 by Jack Hoxley, Matt Pettineo, Jason Zink

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Footnotes

Chapter 1. Overview of Direct3D

1 The concept of feature levels is discussed in the following pages.

Chapter 2. Direct3D 11 Resources

1 The shader reflection API is discussed in more detail in Chapter 6: High Level Shading Language.
2 The conversion intrinsic methods are discussed in Chapter 6, “High Level Shading Language.”
3 These coordinates are subject to the same dimensionality that was described for the texture coordinates. For example, a 1D texture does not have a notion of a Y or Z coordinate, while a 3D texture has all three.
4 In previous versions of Direct3D, the sampler could only be used with a single texture at a time. This limited the overall number of textures that could be used in a shader program. Without this limitation, ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required