HLSL opaque water warps are now done in a far more optimal fashion than before, with correct vertex batching in place. Sprites have come back - my mistake, I had commented out the line of code that added them to the render. One less obscure bug to track down.
The non-HLSL water warp is semi-done. I haven't written surface subdivision yet so right now it just uses the unsubdivided verts.
I think I'm going to do the HLSL alpha water warp path next; I want to get the structure for handling this in place before I go tackling the non-HLSL path properly.
Once I get these out of the way the sole major outstanding items will be alpha alias and brush models. Both of these are going to be utterly trivial to set up: a different state for the alpha op in stage 0 and spit out the verts. In fact alpha alias models will require maybe 5 lines of extra code as the basic structure for alias models has been set up with making them easy in mind. Brush models will require a different codepath to that used for opaque, but that's OK as I had fully expected it.
The new render should be functionally complete then. I haven't even touched shadows yet though, but they're going to be easy enough; particles are in some need of optimization but I'm not certain of the best approach yet. A few tweaks, make sure it doesn't crash, and I'll hopefully be releasing the Alpha version at that time.
Thursday, January 7, 2010
Progress!
Posted by
mhquake
at
10:06 PM
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