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Cubemaps and rendertargets

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Metron

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Tonight I've started to implement the cubemaps into my engine. Although the engine is already in development for 2 years, I never had any need for cubemaps. The demo project for the TBS engine needs cubemaps so I started the implementation tonight. Coding is almost finished but I had some distraction from my work :

First was my daughter who was ill and had to vomit 2 times. On the last time she ate some biscuits because she got hungry... now she's sleeping again looking like an angel :)

Then I downloaded the Anarchy Online 14 Days Trial version. To play it you have to register and actually give them your credit card information. Played the game for an hour, and canceled the account right away...

I also downloaded the Biosfear open beta client. Played the game for 20 minutes... and stopped when the game told me that I couldn't put on the weapon you get when you start because my char didn't have enough decterity... why the hell to they give me that weapon then ?!?

Finally I did some additional tests with the render to texture stuff and wanted to change the handling but finally skipped it. Actually, my "handling problem" is that if you set a new render target, internally, the renderkernel gets the currently set rendertarget (backbuffer and depthbuffer) and stores then in variable. The first time you do that, the two buffers point to the default buffers of the device. Now, if you set a second rendertarget without resetting the old rendertarget, the internal vars get set to the first rendertarget buffers you have set and you actually lose the default rendertarget buffers... this is actually a problem for me because one has to do :

SetRendertarget(pRendertarget);
Render
SetRendertarget(NULL);

SetRendertarget(pSecondTarget);
Render
SetRendertarget(NULL);

instead of :

SetRendertarget(pRendertarget);
Render
SetRendertarget(pSecondTarget);
Render
SetRendertarget(NULL);

I have to rethink a little bit the way the rendertarget is set. Any ideas are welcome.
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