It may not look like much, but what you're seeing here is alias frame interpolation running on the GPU.
Only it's not a GPU, it's Direct3D software emulation of a Vertex Shader, which - so far - appears to run a few frames faster than the fixed functionality code I had previously written. Significant room for optimization too, I can put the texcoords into a Vertex Buffer and pass colours and verts as constant data; all kinds of fun in store here!
Still no final decision on what I'm going to do about the water; aside from the fact that Render to Texture will certainly be going.
Wednesday, January 7, 2009
Bringing on the HLSL!
Posted by
mhquake
at
3:04 AM
Subscribe to:
Post Comments (Atom)
0 comments:
Post a Comment