I've fixed a few bugs today, I also made some progress on the "fallback" rendering methods my game is going to use. I also fixed shadowing being cast on the actors...the shadows are now working as expected. I still have to write the fallback shadowing system, which is just going to be basic projected shadows. They're going to have to work on hardware that doesn't support render targets or pixel shaders, so that's going to be interesting.
I've got over 50 different shaders I've had to write now....it's kinda lame...I can't wait until dynamic branching becomes a standard in shaders, so this kinda stuff will be a thing of the past.
Either way, I've got a ton of work to do, I'm going to get back to that while you check out these screenshots :-)
Yay...thumbnail previews today (I posted these on my site as well). I've got to update that more often :-)
I don't really care for anti-aliasing, though it does help the scene, I'm not a fan of the frame rate drop.
20 FPS isn't bad considering it's at 1280x1024 with 2 2048x2048 shadow maps...AND 4X AA....I'd say my game is fill-rate limited in this situation :-) I've got to create a way for the player to choose how much AA they want. *Adds to the infinite to-do list*
I can run the game at 1600x1200 and with 4X AA if I disable shadow maps and run in VS1.1 + Fixed Function mode, the game runs like a charm even on a pretty low end machine.
1280x1024 with 4X AA @ about 20 FPS on my mid-range rig, totally fill rate limited by the shadow maps.