Clipping
So I went ahead and implemented clipping using the D3D viewport. However since this also means that I have to do an update to the projection matrix (else the viewport just squashes the image) there is a performance hit. Not a major one, but there is one nonetheless. I even hardcoded a GUI window that clips into the demo program. It's lusty.
I also added the ability to load fonts and images from resources. That was fun. I think I'm going to have to conglomerate all of these loading/saving functions into serializers to cut down on duplicate code. I also will probably implement a VFS so that I can plug in various types filesystems. With the way streams work in .NET this should actually be fairly straightforward. Of course, if YOU have done any work on a VFS in .NET, I'd like to hear from you.
Obligatory screenshot:
It appears I accidentally removed the image.
No, the arrow + "Yay for clipped crap" is not part of the program, I just photoshopped that in because it's not exactly an eye popping update.
I also added the ability to load fonts and images from resources. That was fun. I think I'm going to have to conglomerate all of these loading/saving functions into serializers to cut down on duplicate code. I also will probably implement a VFS so that I can plug in various types filesystems. With the way streams work in .NET this should actually be fairly straightforward. Of course, if YOU have done any work on a VFS in .NET, I'd like to hear from you.
It appears I accidentally removed the image.
No, the arrow + "Yay for clipped crap" is not part of the program, I just photoshopped that in because it's not exactly an eye popping update.
0
Sign in to follow this
Followers
0
0 Comments
Recommended Comments
There are no comments to display.
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now