—————– Devlog XV —————–
– Temp code go brrrrr 🔋 - New term: “Far Landing”
–
To recap, my project is a custom made rendering engine that focuses on
diverse rendering options along with high stylistic control (very
high-level explanation).
✨ What did I do? ☀️
I tried getting this out before 4 hours, but it just –wouldn’t__ happen. Weird errors kept popping up (mostly being my fault).
Here’s a list of what I did:
- Figured out generally how I was going to deal with uploading and caching meshes + textures
- Put the new GPUResourceManager class into place to do the previously mentioned job
- Started reworking the renderer pipeline (NOT THE RENDER PIPELINE) on CPU side, and set up the interface class with that
- Patched together the old Rasterizer renderer to work with the new IRenderer pipeline
- Fixed errors throughout
- Split up normal & bump textures
- Planned out how I will deal with all the different textures on the shader side, cutting the checks out at shader compile time
Yea, I know, it’s a lot. It just felt wrong to create a devlog in the middle of everything, since up until after fixing errors I had nothing to show for it. :(
I ran into this errors when fixing those errors, where the entire model (I was using the Sponza scene, check the attached video) was banded, where parts “didn’t exist” and the other bands did. This reminded me a lot of the “Minecraft Farlands” specifically the pocket edition ones.
🔥 What didn’t I do? 💥
To keep this brief:
- Fully split up the SSBO system in the BufferManager
- Reimplement good use cases of UBOs (although I did put in place double buffering)
- Add the more sophicticated data handling in the PathTracer (as I commented it’s existance out so I could complile).
- Figure out how shadow mapping is going to be cleaned up in the Rasterizer.
❤️ Thanks for reading!
These devlogs have been getting more attention, and I’m getting closer to doing a rebrand to finally get my point and final ideas across! :3
Github repo: https://github.com/pkncoder/Engine
Project landing page: https://pkncoder.github.io/Engine
🥀 Git commits 🗿
Patched in the “new” buffer system - Really just to get it to compile before I do anything big. Attempting to run the app to test resources & scene
Well it compiles, runs, and renders. I still need to go through all the models, HOWEVER, I am having an issue with like 3 models in sponza and bump UGH
Well, I checked Phase-III, and the issue with those models are there too, probally some texture coord issue or the bump map is messed up (I’ll check in blender), BUT THEN ON FIRST LOAD THE MODEL FRA LANDED????
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