Plan for Brett Fattori
by Brett Fattori · 01/30/2004 (12:44 pm) · 2 comments
Well, I found a partial solution to my problem. It works well, but can cause a hang-up just before level loading starts. Maybe I can modify the Max exporter, or fix it up so that models (once loaded into the engine) are re-saved with edge lists all calculated. However, I found a break in my pipeline. Well, at least, I found that I plumbed things incorrectly. It works nicely right now because the engine impact is small. However, the light transformations aren't occurring properly... And this, my friends, is a problem.
Such a problem that I need to do a re-write of some of the shadowing pipeline. Plus, there's some re-coding of the shadow generation that could be done using vertex shaders that I want to implement (for speed, folks... for speed). It's going to be a while, yet, before I get this together again -- so until then...

(pardon the captions, damn ctrl+c and ctrl+v...)
- Brett
Such a problem that I need to do a re-write of some of the shadowing pipeline. Plus, there's some re-coding of the shadow generation that could be done using vertex shaders that I want to implement (for speed, folks... for speed). It's going to be a while, yet, before I get this together again -- so until then...

(pardon the captions, damn ctrl+c and ctrl+v...)
- Brett
About the author
Recent Blogs
• A small hello• Recent Stuph
• So long and so out of touch...
• Plan for Brett Fattori
• Plan for Brett Fattori
#2
- Brett
01/30/2004 (8:20 pm)
The addition of shaders will be an option to speed things up, not a requirement. It'll have plenty of options so you can customize to your hearts content. At least, that's the plan...- Brett

Torque 3D Owner Phil Carlisle
Seriously, nice addition, requiring shaders for it seems a step in the wrong direction until we get a unified shader pipeline.
But thats just me :)