Quote:
Posted by NoteMe
OK. Lets agree on that. So we can get furuther into our project. I am starting to think it is better to leave the diffrent parts of the engine to each other. Like one is responsible for that. One for the Render Queue, one for the quad tree, one for the Sky Doom, and so on. That way we just have to agree on how they are going to work togheter. It's harder then I thought to agree on things over the internet when we can't talk and draw on big black/white boards and show each other..:D
PS: But the picture is still welcome..:)
Yea I'm still getting round to the class definition but I've not had a chance yet :(. As for the working on seperate parts I thought we had already agreed that? ;)
Quote:
Posted by NoteMe
8 Is fine for a level. I can't see for me many leveles that have more then 8 textures for the ground in ONE section anyway. And there should still be no problem having more textures for trees, houses etc.
And yeah we can use 2 passes so older HW can support it too. Starting to think that DX effect files is a good thing. They can be coded so if the GPU can handle 8 textures per pass, then it will use it. If not then try 4, if not then try 2 and so on.
Yea looking at the effect files from waht it says in the book looks good idea, it says you can even put PS & VS in them too :D.
Quote:
Posted by NoteMe
Not sure about this one. What do you think. Maybe we should ask someone else???..:ehh:
Yea I'll try and word it for the mailing list maybe?
Quote:
Posted by NoteMe
At least it is all those classes that has a render function. But it won't be that big changes to do afterwards anyway. It is just a ": public cOnScreen" and some small changes to the constructor I guess. So let me have some more time to "fiddle" (hehe..funny word. is it a word or did I just make a new one..:D) with the thought.
Yes its a real word :rolleyes: :D.
Quote:
Posted by NoteMe
Yeah something like that. But isn't all the allocations made in the beginning of the level? Or at least if the terrain isn't bigger then the memory. If it is bigger then the memory, you have to load some later on I guess. But the Data pool holds all kind of things. But I can't see how that works even if they are derived from the same class...:(
Quote:
Posted by NoteMe
OK wrap up:
Code:
LoadTerrain (Need to find a dataformat)
cTerrain [Electroman]
cTerrainSection [Electroman]
Frame Coherency (SP?)
LOD techinque (ROAM?)
Rendering Queue [NoteMe]
Sky Dome/box [NoteMe]
Space Partitioning (quad tree?)
Volumetric Fog
cTexture
What do you think about this. Did I miss anything? And do you think it is a good idea to not work on the same thing. Or do you want us to work on the same thing?
BTW have you seen that Gaia has a VB class and a IB class? They also have functions to restore the buffers if the device is lost. We should probably have some functions like that too.
As I said further up I think we agreed on this before and I think it was along these lines:
Code:
LoadTerrain [I could do this?]
cTerrain [Electroman]
cTerrainSection [Electroman]
Frame Coherency (SP?) [Electroman]
LOD techinque (ROAM?) [Electroman]
Rendering Queue [NoteMe]
Sky Dome/box [NoteMe]
Space Partitioning (quad tree?) [NoteMe]
Volumetric Fog
cTexture
As for the LoadTerrain I will be coming up with the data format so it might be easier if I do the load function? Seen as though I will be making the classes that the data will go in too then it would kinda make sense :D.
Volumetric Fog: Well I thought we weren't putting this in the first iteration? So it might be better to figure out who will do it when the tiem comes. That way we can see if one of us has lots of stuff to do then the other can. I have read the articles on it and it doesn't seem too hard so either of us could do it if you read the article too :D.
cTexture: I'm not sure what needs doing here so i think I will let you do that if you want to?