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Tocs' Blog

4: Adsense

Shader Templates - Simple But Useful

For the longest time I've struggled with how I wanted to handle materials in my graphics framework. When searching around for existing solutions I found basically two things.

A: Shaders with strict inputs:
A single shader that had specific inputs that were textures, floats, etc etc.

B: Node based shaders:
Crazy flexible graphical editors for materials...

Single Pass Order Independent Transparency

Over the past couple of days I wanted to try out order independent transparency. AMD showed it off in their "Mecha Demo" . And with a little help from here I was able to get it functioning in my own graphics framework.

In Cyril's blog he uses some bindless buffer extensions from NVidia. In my implementation I use Image Load Store . (Cyril also had an im...

Two things I wish C++ had.

I thought I'd share some thoughts on two features I wished C++ had, tell me what you think.


Identifier Template Parameters

I'd really like to be able to take an identifier token as a template parameter, similar to a macro but it could only accept a single identifier.

You could use it somewhat like this.template <class T, identifier variablename...

Lost in Asset Management

So I've been contemplating a good way to manage assets used by my game and so far I've been losing the mental battle.

My current idea is a custom smart pointer much like shared_ptr, in addition to reference counting it keeps track of which files have been loaded and simply returns a reference if its already loaded.

This makes loading files worry free as...