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How are two rendering passes used in uwp?


Asked by Harleigh Harper on Dec 14, 2021 FAQ



The two rendering pass method is a slower, but more convenient way to achieve stereo rendering. Once the game exists and resources are loaded, update the projection matrix, once per rendering pass. Objects are slightly different from each view. Next, set up the graphics rendering pipeline.
Likewise,
If you want to have anything displayed on screen, you need to start rendering as soon as the game starts running. To set up a basic rendering framework to display the graphics output for a UWP DirectX game.
Also Know, The result was UWP XAML and WinRT, the core technologies behind UWP. These technologies are platform-agnostic by design and using them gave your app the ability to run on multiple platforms and form factors, as long as it ran some variant of Windows 10.
Thereof,
To set up a basic rendering framework to display the graphics output for a UWP DirectX game. You can loosely break that down into these three steps. Establish a connection to the graphics interface. Create the resources needed to draw the graphics.
Next,
Rendering is implemented by calling the GameRenderer::Render method in GameMain::Run. If stereo rendering is enabled, there are two rendering passes: one for the right eye and one for the left eye. In each rendering pass, we bind the render target and the depth-stencil view to the device.