EAE 6320 Assignment 3
A downloadable game for Windows
Details:
1. The graphics.d3d.cpp and graphics.gl.cpp class have been abstracted into a single platform-independent graphics.cpp.
2. I have created 3D objects using an independent winding order vertex buffer and index buffer and created separate shader effects for each of these objects(in this particular assignment, 2).
3. Graphics.cpp was made platform-independent by moving all the geometry data into the corresponding Geometry3D.platform.cpp and ShaderEffects.platform.cpp and create member variables wherever appropriate.
Clearing back-buffer color
1.
2. Code from Graphics.cpp that initialises an effect:
The only data that the user is required to specify is the path of the shader and vertex shader code.
In this case, for x64 the size of the shader object was 8 bytes and for x86 it was 4. Reason being, I am using static variables to store certain data.
3. Code from Graphics.cpp that initialises a 3D object:
The only data that the user is required to specify is the vertex buffer array, index buffer array, number of indices and number of vertices.
In this case, for x64 the size of the 3D object was 8 bytes and for x86 it was 4. Reason being, I am using static variables to store certain data.
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