A small improvement on the Realtime planet rendering front.
Normals are working and the lighting now really hits off the planet.
It looks a bit dull right now but texturing is the next big thing. And off course a lot a thing don’t look good, like:
2.Up close it’s a mess. Something does not render well.
3.Textures don’t work although the loading functions should work properly.
What I really would like is to enable normal map texturing, because this would dramatically increase the detail.
I have created a true type with a nifty tool named Scanahand
What this tool does is take a sheet of characters (created by hand and scanned in) detect the edges and transform it into a TTF font!
The font can be used in my game psirens and topotablet with existing tools to create fonts. A lot more precise than the bitmaps I had created before.
I have use the toolÂ Type light 3.0 a nice freeware product capable of making or tweaker the vector graphics from an existing true type font.
When I first started on porting the IUE Planetary Engine I tried to bridge the Gap between Open GL and Directx (XNA) by using a C# framework that enables me to use OpenGL.
Well the framework used is the Open Toolkit Library and is, like XNA, more than just a graphics framework. It has besides OpenGL support for input/music and AI. I mainly used it to see if the Geometry part of the porting is correct. And besides that it has some benefits over debugging a VC++ 6.0 application in an obsolete Visual Studio IDE and Visual C# Express 2010.
I’ve spent a week to see something in the viewport, but It didn’t. Than I suddenly found that the ViewMatrix was wrong (If something doesn’t render always look first at the ViewMatrix and than the world matrix).
Boom, a full planet showed up!! After fixing some input I could seamlessly zoom in and out of the planet at high framerates! So It’s a big step ahead into making this work….
Some updates on the planetary engine front.
Fixed a enormous amount of bugs and graphical artifacts.
- Use TriangleList instead of TriangleStrips (they will be used for easier batching)
- Fixed Matrix calculation and camera frustum calculation
- Heigth calculation works correctly
- Geometry looks correct with trianglelist
Some problems / things todo remain though
- The shape still is oval
- Rotating around the planet is not stable
- No lighting/normals
- No texturing
- Rendering though VertexBuffers and IndexBuffers
- Performance is bad because of the lack of buffers.