Spellcaster Studios

Make it happen…

Category Archives: Development

Computing a basis

For the SSAO, we have to compute a basis for the points to be able to do the random sampling… My linear algebra was a bit rusted, but I found the Gram-Schmidt process to be useful for this. Basically it creates a geometric orthogonal from vectors, which define a local space, in my case aligned […]

View-space normals

Working on this a couple of hours at a time is not efficient, but time has been rather short lately… Anyway, added view-space normals to the renderer, so I can do the screenspace effect: It doesn’t seem very different, but it is… Anyway, I need the view-space normals because I’m using view space positions, and […]

So much lost time…

So today I started implementing SSAO, and it was demoralizing… I was looking into my old SSAO shaders, and I decided to implement the simple version before moving towards more complex versions, and I hit the first hurdle… When I started work on my deferred renderer (which was going to be used by the SSAO […]

Overrides

Added an override system for most graphics operations… Was a bit of work, time-wise, but easy stuff! Now I can get a screen with just the actual normals: or depth (exaggerated, so we can actually notice the difference): The lines are due to the fact that the render target is just a normal 8-bit render […]

Render to texture

Good news, everyone! Got render to texture working (on Direct3D only for now)… Bad news… Above we should only see the normals of the scene (world space), but the player character is transparent… The reason is that it gets rendered with alpha blending, since I don’t have a global way to shut it down… Need […]

Finished OpenGL shaders

Just finished porting the per-pixel shaders to OpenGL, as well as the normal+depth shader: It was actually easier than to make the Direct3D shaders, since I already knew where the traps were! Next step is to get render to texture working on D3D and OpenGL and see if I can use the results of a […]

Finished the per-pixel shaders

As the title indicates, today I finished up the other shaders in per-pixel mode… Still need to port them over to OpenGL (I’ve done them on Direct3D because I still don’t trust the OpenGL renderer that much), but that should be a couple of hours… Now listening to “Sirenian Shores” by “Sirenia” Link of the […]