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igp-directx12-chinese's Introduction

其实就是个人对Introduction to 3D Game Programming with DirectX 12这本书的理解和翻译。可能会有很多不对的地方请谅解。如果有什么不对的地方欢迎提出来,我会改正的。

目标

目前来说肯定会翻译的章节:

参考

( ̄︶ ̄*))*),Hi~ o( ̄▽ ̄)ブ。

ヾ(≧▽≦*)o*),(≧∀≦)ゞ。

(●'◡'●),o( ̄▽ ̄)o。

  • 点击标题可以浏览由markdown生成的网页版本的内容。
  • DirectX12和Vulkan的代码可以参考CodeRed,一个支持DirectX12和Vulkan的图形库。

在Issues中也有一些翻译中的不理解的地方,如果有人知道的话希望能够帮助我解决,谢谢。

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igp-directx12-chinese's Issues

Root Arguments 每次绘制的时候保留快照是为了方便多线程么?

Each draw call will be executed with the currently set state of the root arguments at the time of the draw call. This works because the hardware automatically saves a snapshot of the current state of the root arguments for each draw call. In other words, the root arguments are automatically versioned for each draw call.

上面是原文。按理来说指令列表只是记录指令,具体的执行是由指令队列执行的。如果只有一个指令队列的话,那么完全没必要保留快照(版本化),但是如果是多个指令队列同时执行的话,那么可能同时有多个绘制指令在执行,那么也就有必要保留快照,不然的话具体的参数会冲突。

这里我没有找到任何的说法,因此不是很能确定。

您好

您好,
人邮的异步社区已经拿到本书的中文版权了,有人花了近一年的时间本书已翻译完成,正在校稿。大约在秋季成书。
我不想打击您的积极性,也知道您是本着为大家服务态度免费公开翻译的,但还是希望跟您说一声。
希望不要造成误会
谢谢,见谅……
http://www.epubit.com.cn/book/details/4617

请问可以协作翻译吗?

之前完整读过DirectX11和DirectX10版龙书,并一直在学习DirectX11和12,本书刚刚出的时候也大致看过一遍,希望能够帮一些忙。

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