TGEA Batching Doc + randomness
08/18/2007 (11:05 pm) by Brian Richardson
I've written a small article on TDN about the batching system used in TGEA. If you want to add a new object to TGEA, or add custom shaders you must know how this works and I think the article is a good overview to get you started.
Also, if you are doing any graphics programming with DirectX and are not using PIX you are going into a knife fight with a pointy stick. PIX has been a great tool for debugging silly graphic artifacts. It's told me twice that some textures were not getting set. It's also really good at showing you how your scene is being drawn. It's so good in fact, that for my required screenshot in a .plan, I'm going to post of screenshot of a scene in PIX!

As I keep on learning and creating new things, I'll try to write more articles explaining pieces of the engine and other fun stuff one can do.
About the author
After a couple of years in and out of the GG community I have become an employee. I am wrenching away on the engine now and hope to create some great stuff for everyone to use! Check out [url=http://knowhere.net/portfolio.html]my portfolio[/url] for an overview on what I have done in the past. I have got a lot of random varied experience that I am building on at this point. I am good at navigating large codebases which has made Torque a fun playground. If there is something new I want to accomplish there is usually some code I can pull from somewhere else in Torque and mold it into what I want. If you are in the Portland, OR area. Check out [url=http://www.pagdig.org]Portland Area Game Developer Interest Group[/url]! view profile »
Great to finally see something documented on the RenderInstance system too. ;)
Well anyways that's really kick ass. I always get excited when I hear about someone working on stuff that involves TGEA. I am sort of a shader nut to say the least. At the moment I am saving up for a new notebook so I can play around with DirectX 10. That is one hot API, and I know I will sound like a fan boy right now, but if TGEA supported DirectX 10 it would drop some jaws.
and congrats to the job!
I've told you in person a couple times already Brian, but congrats on the new job, I hope you enjoy working at GG as much as I have.

Torque Owner Christian S
Gratz man!
Nice to hear that part of GG is further manned. Good luck with the dream, and keep 'em posts coming