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Tag Archives: DirectX Math

Texturing and Lighting in DirectX 11

Posted on May 16, 2014 by Jeremiah
22
DirectX 11 Texturing and Lighting

DirectX 11 Texturing and Lighting

In this article I will discuss texture and lighting in DirectX 11 using HLSL shaders.

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Posted in DirectX, Graphics Programming | Tagged Address Mode, ambient, Attenuation, Border, Clamp, Constant Buffers, diffuse, Direct3D, Directional Light, DirectX 11, DirectX Math, Emissive, Filter, Instance, lighting, matrix, Mip Mapping, Mirror, Mirror Once, Packing, Pixel Shader, Point Light, rendering, sampler, Shaders, Source, specular, Specular Power, Spot Light, texture, Texturing, tutorial, vector, Vertex Shader, Wrap | 22 Replies
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