4.25.2010

Texgen basics

Managed to think the texture generator through.
I'm dropping operator stacking for this one, a graph based interface might get more messy but is easier to implement - not to mention the lack of special cases like NOP operators and the like.

The basic texture effect comes down to a simplified version of my old design: one pixel shader (ps2.0 for size and compatibility reasons), a fixed number of passes with this shader plus optional noise data. Everything I have in mind should be possible to implement with this, except for the very special cases (image loading and text render), which will still have to be done on the cpu, but d3dx will help out on both accounts.
I'll hopefully manage to implement texture-graph templates this time around, but that one is a low priority target at the moment.

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