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directxhlsldirectx-11

How do tbuffers operate in DirectX?


I've read through the documentation on MSDN but there is very little relating to exactly what a tbuffer is, how it works, its use in graphics programming, and how exactly to create it. I was wondering if anyone here would have a clearer explanation for this.


Solution

  • If you have DirectX SDK installed, you can take a look at the DirectX10 Skinning10 Sample which uses the texture buffers.

    The following page also have some code snippet at the bottom to create the texture buffers in DirectX11.

    Shader Constants (HLSL)