Advertisement

Latest renderer Activity

Advertisement

awkwardbanana123 said:
So this leads to my question of, how can i structure the code or do this in such a way, where all rotation in my engine is done around the local axis - for the general case. Unless i have some u.i setting to switch it to global axis.

In case you do not know, local vs. global de…

5,773 views

Yes, the pre-allocated mesh structure must live past a single frame.

Just like textures and shaders – you don't want to re-upload textures, or re-compile shaders, every frame.

6,743 views

If you use a texture array where each “channel ” (diffuse/spec/normal/emissive) has an associated index for each material, you could use a special index to indicate that it should use a default value instead of sampling an actual texture. Then in the shader you could just branch on checking for tha…

6,825 views

@LorenzoGatti Wow, well actually I haven't thought of that, but I think that I could easily extend the Renderer system with flag that indicates if it's needed multiple times, and then creating multiple lists in the RenderingEngine, but maybe I'll have to do a little bit of redesigning. I'm just abo…

10,946 views
Advertisement
Advertisement