Have the visuals for the particle system and the collision objects loading and saving in the scene.
image is scene with sphere tree rendered, and several hundred particles in a line, and textures. (wanted to see the performance hit of…
just finished the scene database sorted camera query (put in camera, get depth sorted visual objects to render which are inside the camera sphere and fustrum) other fun involved improving the stablity of the barrel distortion math in the vertex…
well, missed a week (was going to do weekly updates of progress) this was due to travel, sickness, and most of the work being non-visual.
do have a world system (or scene database) loading and saving, this required support of loading and…
this week's update has limited visual improvment, have been playing with emulating barrel distortion in the vertex shader (slight radial scale on vertex)
the intent is that with a more detailed world the effect should be more noticable,…wow, barely getting 20hours a week to work on this so progress is slowwwww (>_<)
finishing up first pass on the renderer (including refactor of generic data store for geometry to pass to openGl to turn into VertexBufferObjects)
…nothing that fancy to show&tell, just openGl rendering in a window, some winGUI debug text on top, some lights, boxes, a display list unit sphere, and a arbitary piece of geometry called out as a plane with a texture on it. some of the things…
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