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:

DOWNLOAD PDF

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 :D engine.

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