Done For Today
- HZB fixes(I decided to make it mostly gpu, fully gpu is bad)+sync fixes
- animation fixes, better advancetime
Done For Today
- fixed few bugs in iTexture
- removed e3d_Tex2D From CreateTexture2D since it was useless!
- Finished HDR Porting
- Adding twbar to hdr config
Done For Today
- CloneTex2D added
- CloneTex2DMod added for easier cloning of 2d post textures
- Porting HDR done 25%
Done for today
- Deferred update for HDR support
- BrightPass
- Pass through with shader support
- Post process sytem better OnResize function + updated classes to better support
- MRT updated to keep DSV/RTV/VP
- optimized animation
Done for today
- DownScale 4×4 + tests
- Getting CPU Counters
- Few iPostDof fixes
Just found some great site with dx11 tutorials: http://rastertek.com/tutindex.html
Done for today
a little log what was done for today
- cubemap with depth testing done
- celeste aim fix(tx to pablo for reminding)
- zombie aim fix(tx to pablo for reminding)
- params & cubemap added to oninit.lua
- DirectInput completely replace by new WIN32 input
- Tweakbar fixes for hiding mouse
- Added mouse roll
- Added support for bool in iScript
- Added quake like window mouse limit
- fixed “After pressing E, celeste AnimBox get’s ruined”
Mixed Occlusion Culling implementation
Here’s occlusion culling demo with map from de_inferno CSS.
It requires Win7/vista sp2 with dx10 GPU.
controls are here http://pastebin.com/tidJA5Xv
the demo is here ~166mb 500mb unpacked
http://www.megaupload.com/?d=2OHBKD6Z
In order to test actual perfomance all post process stuff+shadows is disabled, only motion blur is on.
Next papers/stuff
after that cpu idea, I got an idea to put it all on gpu, so:
MOM – baka-occlusion on CS 4.0(DX10)
BOQ – Big Occlusion Query for PS 5.0(DX11)
MOC–Mixed Occlusion Culling
i’v writte a little article about my adventure in occlusion culling:
it’s the very first version so don’t judge it that HARSH!
AntTweakBarDX11
Finally i’v had time to write render module for TweakBar so it will work with my
engine.
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