—————– Devlog XX —————–
– 🌟I have the best one liners 🗿– 🥀 Now I have to be smart??? 🧠 –
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? ☀️
For the quick overview:
- Fixed the shadow map issue (so angry about this, see below)
- Fixed an issue with textures not caching
- Got the very base implementation of Uniform Buffers
To start off, in the previous devlog I mentioned I was re-writing the shadow mapping.
Shadow Mapping - Rendering a 3d model with the light being the eye. Everything that it can see is not in shadow, everything else is.
quick explanation
I was having issues with getting the shadows to work correctly. I had ideas for issues, including: (the model matrix, the renderPackets being in a bad order, the far plane). IT TURNS OUT It was none of these.
Whenever I made the code to compile a geometry shader along the vertex & fragment shader, I just copied my old one and spliced in the code.
Turns out I forgot to swap some variables, and I was putting code in places it should NOT be at. No idea why it didn’t crash, but it fixed my shadow issues very quick
.
As for UBOs, I’ll talk about them in a future devlog, when I have everything planned out.
Thank You for Reading
As I said with “Planning out” everything, I’m going to set up a whiteboard - I’ll have to move my 🏳️🌈 pride flags 🏳️⚧️ :( -
Github repo: https://github.com/pkncoder/Engine
Project landing page: https://pkncoder.github.io/Engine
❓ What’s next? 🛑
- Refactor
- Build the big brain wall
- Do some thinking
🥀 Git Commits🗿
Weird position issue
Saving now, I am so angry about this. I was compiling and overwrigting the wrong code :(
Made the testing for shadows a bit better, and changed the rendering a bit
Fixed issue with textures and full models not actually caching
Removed anoying debug line for shadow transform matricies
Working on getting the ubos working’
Got it to push
First test ubos
Comments 0
No comments yet. Be the first!
Sign in to join the conversation.