IOU - Prerendered Backgrounds/Depth Maps Test #1
Автор: vexe
Загружено: 2017-06-07
Просмотров: 5227
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Finally got in some prerends. 4:3 640x480 PS1 style textures. Manually switching cameras with Xbox controller, no boxes setup yet. Putting everything together feels great. Collision still has tons of bugs and weird special polygon cases, definitely need another pass.
(A lot of the code is placeholder. Not rasterizing a polygon if it belongs to level is obviously temp)
It was pretty straight forward for the most part matching the render with Blender. Just had to be aware that Blender uses HFOV so just convert to VFOV, and the fact that Assimp stores FOV info as 1/2 HFOV.
Need to put more work on the asset pipeline, smooth things for my artist to jump in with new levels. Need a second renderer pass as well SIMDizing the rasterizer.
Not sure what tool to use for camera trigger boxes, I was thinking create my own tool or use Blender, we'll see.
Made a mistake rendering DepthValue instead of Z there, which I did correct here: • Proper Z-buffer visualization
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