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Sign upGFX based Renderer #49
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ebkalderon
and others
added some commits
Mar 31, 2016
kvark
reviewed
May 5, 2016
| + | ||
| +[dev-dependencies] | ||
| +genmesh="0.4" | ||
| +rand="*" |
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kvark
reviewed
May 5, 2016
| + frame.layers = pipeline_deferred(); | ||
| + | ||
| + let start = SystemTime::now(); | ||
| + let (mut w, mut h) = (800., 600.); |
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ghost
commented
May 6, 2016
|
Cleaned up! Unless there are new problems I'm done for now. |
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Thanks! |
kvark
merged commit b2f4d98
into
amethyst:develop
May 6, 2016
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palodequeso
May 12, 2016
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Are you planning on putting your example code into the examples?
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Are you planning on putting your example code into the examples? |
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ghost commentedMay 5, 2016
•
edited by ghost
Edited 1 time
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ghost
edited May 6, 2016 (most recent)
Basically from a high level command are abstracted away from the data in the rendering pipeline. Commands are matched to a Method that can work with it's data. Right now that is just based on the render target and the Command itself. I think this can expand in the future.
Users can add their own targets and their own methods to the Renderer, and in addition replace methods. This replacing could be neat for doing something like a shader toy.
Right now I have a basic flat shading pipeline, and a terribly unoptimized deferred lighting. But it should be easy to to keep adding new passes and build a library of useful ones.
Demo of it working: https://www.youtube.com/watch?v=m3Q_3behpPA
Problem areas: