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Plan for Brett Fattori

Plan for Brett Fattori
Name:Brett Fattori
Date Posted:Jan 30, 2004
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Ah HA! A Solution...
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

Recent Blog Posts
List:01/10/08 - A small hello
02/18/07 - Recent Stuph
03/03/06 - So long and so out of touch...
12/15/05 - Plan for Brett Fattori
11/01/05 - Plan for Brett Fattori
10/14/05 - Plan for Brett Fattori
09/29/05 - Plan for Brett Fattori
08/24/05 - Plan for Brett Fattori

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Phil Carlisle   (Jan 31, 2004 at 00:36 GMT)
Brett, part of the best bit about torque is that it DOESNT rely on shaders. If youre going to start requiring them, at least let us know where to dig to get the non-shader version working :))

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 :)

Brett Fattori   (Jan 31, 2004 at 04:20 GMT)
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

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