5.21.2010

Work delays

Didn't really have time this week to work on the project - was too busy with work. I hope to remedy this over the weekend by fixing the texgen interface.
I did look a bit further ahead into the more complicated aspects of bezier splines, but that research might be a dead end. More on this when I get to animation.

5.16.2010

Interface fail

Today I hit the first red light design-wise. The graph like operator interface is a mess compared to operator stacking. However opstacking would make a mess of the generator code, just like last time.
I'll try a hybrid approach, hopefully that'll work.

5.13.2010

Import

Finally I have some form of completely working functionality with the first import function finished. No UI or anything like that for now, I just load a file on init and store it again on deinit, but it seems to work. Further testing is needed tho.
I decided to globalize the identification of resources by using GUIDs, the concept works great for the texture filters. Our old engine suffered from lots of project merging problems due to the lack of a system like this.

5.11.2010

Export

Progress has been slow over the weekend, but I finally came up with a system that can possibly fix all our previous problems with multiple people working on the same project at once. The exporter works and seemingly exports good data, now all I need to do is import it back.

5.06.2010

Make some noise!

I now have a working perlin noise and a catmull-rom interpolated simple noise filter finished without needing to expand the code by a single line. Everything still fits into PS2.0 too, so all is going as planned. I'm a bit behind on the storage code due to a damned headache today tho :\


5.05.2010

Filtering

Productive day. Got most of the texgen working, the Friday deadline seems quite achievable. The performance of the generator is quite amazing. Switching to 16 bit float textures made all the difference in quality, and the proper framework code now allows for real-time texture manipulation.
The noise based filters are still missing, I'll implement those tomorrow along with the remaining functions like save and load.


Image generation starts soon

Didn't have as much time as I wanted lately so progress could have been a lot better, but the texture generator is almost fully functional. Operators can be added from the dynamic filter pool, can be connected and disconnected at will and their parameters can be adjusted. What remains are some minor ui tweaks (for example to see the preview of a different operator you're currently editing), the filter editor, and save/load. Oh and of course the ever growing basic filter pool, which will hopefully be the easy part.
I want a working texgen by friday.

5.01.2010

Wiggle your big toe

Finally a quite complicated GUI element, the side scrollbar is in working order. This means that every content display system that needs to be panned (text input, lists, operator views etc) can now be viewed properly. As The Bride said: "Hard part's over" :)