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Controls: Esc - To quit game

  WASD / Arrow Keys to move the square

 

I use enums to specify type and then type cast those to ints to set the appropriate value for registers and binding point.

The user would just pass the type to initialization function as ConstantBufferType::FRAME and not care what index it has been assigned in the shader file. It will always be zero.

My constant buffers are static objects in the anonymous namespace so they are cleaned up in the graphics cleanup itself by calling the cleanup function on them.

 

In this assignment, we had to create a platform independent interface for creating, binding, updating and cleanup of Constant Buffers.

We also include userinput to move the square.

I ran into the 3 major problems in this assignment.

  1. I was passing the address of a pointer where the pointer had to be passed. Samrat helped me in this because he faced the same issue.

  2. I also ran into the same problem (different buffer names in the new shader files for gl) as Shreyas faced and JP helped me in that.

  3. I was creating two vertex layouts which Vikram pointed out.

I did the optional requirements. I also wrote a relative path generator and a points generator (not included different project) to generate points for any regular shaped polygons and get a .txt file for values to put in my lua. The points can be generated at any given random center.

CONSTANT BUFFER ENCAPSULATION

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