Yearly Archives: 2015
Today I started working on my ambient occlusion effect… I’m reading up on techniques, etc… There’s one million flavors of SSAO (ScreenSpace Ambient Occlusion) out there, but most are too sophisticated or outside of my target hardware for me to consider… Still, it’s a good idea to read up anyway, so I know what’s out […]
Today I mostly worked on getting the render to texture to work properly on OpenGL… The nice part is that I didn’t have any kind of issue with the culling, all problems were due to the lack of Z-buffer: On DirectX, if you set a render target but not set a depth buffer, it uses […]
Porting the render to texture code to OpenGL, and a lot of small problems appeared… of course… This is what I wanted as end result: This is what I get: I seem to have a lot of issues… 1) It seems I have no Z-buffering: The wall that should be to the left of the […]
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 […]
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 […]
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 […]
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 […]
First draft of the per-pixel lighting on “Gateway”… It’s a bit hard to see the effect, because the vertex density is quite high normally. Per vertex: Per pixel: You can notice it especially on the edge of light behind the player… Still missing the per-pixel lighting on the other shaders of the game, but it […]
On my rendering system, I’m using something I call a “render environment” to compile the right version of the shader. This has data like how many lights are active, what types, what components are enabled on the mesh (normal, how many texture coordinates), what render pass are we doing, etc. This is stored on a […]
As I mentioned yesterday, because of the way I’m doing the alpha-testing, if I want to place the depth on the alpha channel of the render target that I’m using for the screenspace effects, I need a way to keep the alpha testing, but don’t use the end result of the rendering for it… If […]