Here is a screen of the editor. It shows the Yoda model with chest, head, hands, and feet subsets selected. Kind of looks like he's wearing rain gear. [smile]
Doing a major update (notation change, recommenting, etc) this late in a project can take some time - but hey this is actually my 4th rebuild of the entire engine so I'm kind of used to it. I managed to finish reworking the model classes today. Also I did work a little on the material editor and tweaked subset selection capabilities (point and click and list selection) as well as selection visualization. It's not much, but it sure felt good to be working on it again.
Here is a screen of the editor. It shows the Yoda model with chest, head, hands, and feet subsets selected. Kind of looks like he's wearing rain gear. [smile]
Here is a screen of the editor. It shows the Yoda model with chest, head, hands, and feet subsets selected. Kind of looks like he's wearing rain gear. [smile]
Previous Entry
Software and Insomnia
Next Entry
Almost finished starting
Comments
evolutional
Yoda has never looked so fashionable [grin]
February 10, 2005 01:16 AM
Punky yoda! :)
Anyway, I had a look to your site. The way you implemented material selection (choose the shader if the GPU can handle it, or choose the non-shader version) reminds me of the material thread with Yann L (check here). It contains very interesting bits of informations - and I beleive is even more flexible than your system (which is still rather good).
Regards,
Anyway, I had a look to your site. The way you implemented material selection (choose the shader if the GPU can handle it, or choose the non-shader version) reminds me of the material thread with Yann L (check here). It contains very interesting bits of informations - and I beleive is even more flexible than your system (which is still rather good).
Regards,
February 10, 2005 03:28 AM
Quote:Yoda has never looked so fashionableI know. I feel like I should give him an umbrella. [smile]
Quote:The way you implemented material selection (choose the shader if the GPU can handle it, or choose the non-shader version) reminds me of the material thread with Yann L.Thanks for the thread. It was an interesting read. For my purposes however I believe that I will stick with my design. And btw at load time the best shader from a list of acceptable shaders is chosen for a subset - else choose the non shader version - else use default material. These shaders could be compiled into a dll to add a type of plugin support mentioned in the thread. This really goes beyond the scope of what I am trying to do here since I am really just making a toolset for developing engines. I did think of a much better idea for resource management while reading over the thread though. [smile]
February 10, 2005 04:25 AM
O my God, you're killing me!! Please release at least SOMETHING a demo showing Yoda or whatever!!
Need.. it.. now..[sad]
Need.. it.. now..[sad]
February 12, 2005 02:21 AM
Advertisement
Latest Entries
OpenGL Indexed Geometry Buffer
1697 views
Cult of Gameplay
1280 views
Cross Platform Is Working
1367 views
Start up the engine
1321 views
Gathering some art
1245 views
Making a game
1191 views
ImageMagick Magick++ to HBITMAP using C++
2431 views
Problems != Good Sleep
1196 views
Cylindrical Texture Mapping
1371 views
Daemon (novel)
1303 views
Advertisement