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Member Since 24 Nov 2009
Offline Last Active Dec 12 2014 08:58 AM

Posts I've Made

In Topic: Temporal coherence and render queue sorting

01 October 2014 - 03:21 AM

#2: The sorting pass will reorder them according to the new data.


Ah, thanks for clearing that up. I was thinking that you were skipping the sort in this case.

In Topic: Temporal coherence and render queue sorting

30 September 2014 - 03:38 AM

This is interesting, although I'm a little confused about how the scheme outlined by L Spiro works, specifically:

If the new total is the same as the last total, do nothing.  Leave indices as they are.


Is it not possible that the total could be the same between two frames, but that items in the render queue (after culling) are different? In this case the indices won't necessarily point to the same items as in the previous frame, and the queue would need to be re-sorted.

In Topic: Screenshot of your biggest success/ tech demo

05 May 2014 - 03:05 PM

Here's a tech demo I "completed" (i.e. stopped working on) a couple of years back, which has a couple of nice features although it's quite dated now:




Same software, with a more organic-looking scene:




In Topic: What OpenGL Wrappers are available for public use?

22 July 2013 - 05:20 AM



Writing your own wrapper can be quite a good way to explore the API, but be warned that it's easy to get bogged down trying to 'redesign' OpenGL. Personally I just use some simple object-oriented wrappers that handle things like creating textures/framebuffers/shaders, plus some logging/debugging stuff.

In Topic: Do you extend GLSL?

19 July 2013 - 05:01 AM

Like Promit, I have a somewhat hacky preprocessor which manages #includes but not much else. For experimental and small scale projects you don't really need anything more. A serious renderer would probably require a more complete system for things like generating shader permutations. External #defines are a good mechanism for that sort of thing.