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trozen

Member Since 03 Mar 2013
Offline Last Active Apr 17 2016 12:38 AM

Posts I've Made

In Topic: Graphics engines: what's more common; standard vertex structure or dynami...

29 May 2015 - 10:21 AM

My engine is data driven, and I'd expect the same from other big engines. In the game's data files, I declare "stream formats" (how vertex data is laid out on disk / in memory) and "vertex formats" (the input to vertex shaders) and then declare which ones are compatible with each other. Those declared compatible pairs describe the fixed-function config of the input-assembler stage -- a.k.a. vertex declaration / input layout / vertex attribute formats.

These input assembler layouts, and reflection data on the other structures, are compiled from human-readable text into an efficient binary format for the engine runtime.
 

 

How do you handle dynamic material assignment at run-time if the loaded stream format doesn't support the required vertex format?


In Topic: Skeletal animation in Assimp

07 April 2015 - 08:14 AM

I found this post had some useful information I couldn't find anywhere else: http://gamedev.stackexchange.com/questions/26382/i-cant-figure-out-how-to-animate-my-loaded-model-with-assimp/26442#26442


In Topic: Litterature about GPU architecture ?

06 March 2015 - 10:31 AM

I have found this article on gl buffer transfer provides a really good foundation for memory management in gpu drivers from the perspective of an application programmer. The textbook it's from is definitely a bit old (2012 I think), but it may still be relevant.


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