Intermediate Samples¶
This section contains intermediate samples that demonstrate modern rendering techniques.
| # | Walkthrough | Topic |
|---|---|---|
| 1 | Bindless | Unbounded arrays and instanced drawing |
| 2 | Compute pipelines | Compute shaders, queues and synchronization |
| 3 | Mesh shaders | Generating geometry in task and mesh shaders |
| 4 | Ray tracing | Acceleration structures and ray tracing pipelines |
| 5 | Ray queries | Inline ray tracing without a pipeline |
| 6 | Indirect rendering | GPU culling that fills the draw calls |
The samples in the repository build on each other: each one starts from the basic rendering sample and adds one technique. These walkthroughs follow that structure and describe only what each sample changes, so start with basic rendering and then pick whatever you need.
Running the samples¶
All samples share the same controls:
| Key | Action |
|---|---|
| F7 | Toggle V-Sync |
| F8 | Toggle full screen |
| F9 | Switch to the Vulkan backend |
| F10 | Switch to the DirectX 12 backend |
| Esc | Exit the application |
F11 and F12 are deliberately unused, as debuggers such as Visual Studio, RenderDoc and PIX reserve them.
To build the samples, configure the engine with LITEFX_BUILD_EXAMPLES enabled, which is the default. The executables and their shaders and
assets are placed in the binaries directory of your build.