I did some work on cursors and added a more powerful image resource manipulation suite. I also found and fixed a few bugs and there's a couple more in the queue.
- Hardware cursors: Added the option to use the built-in OS cursor rather than rendering the cursor by hand which is affected by lag. Drea…
I'm bailing on OpenSVN. I've been trying to commit a small change to many files and the connection simply drops erratically during the commit. I tried to commit small chunks of 10-30 files at a time and it still fails more than half the time. So I'm in the market for a new host, preferably free.…
I implemented the texture atlas idea from my last entry, which got rid of the speed issues I was having. I also implemented top-down gradients and outlines. The outlines can have a gradient color and an arbitrary size. I render the outlines by jittering the glyph image in the four directions. T…
I've done a bunch of work on text rendering. I switched to monochromatic FreeType rendering, which greatly increased the speed. I'm currently texture state limited, so I'm planning to switch to a texture atlas for fonts. I'm also planning to switch from immediate mode to vertex buffers for text …
Well, its been a whole month since my last entry. I went home for a week or two to help my parents move into their new house. I also went to my convocation and got my degree. They had tribal drummers and a chinese dragon; it was pretty good.
I've been working on text rendering with FreeType for t…
I've been working on text rendering with FreeType for t…
I haven't posted any entries recently because I've been fighting to get everything done for my final semester at the Alberta College of Art and Design. I'm now finished and, assuming there are no surprises, I pretty much have a Bachelor of Fine Arts degree. Explorer is currently being shown at th…
I almost wish I were doing a zombie game. Anyway, he's all rigged up, minus the fingers. I've also been working on some other characters, as well as clothing. Hopefully I'll post some shots of them in a few days.
Here is the beginnings of the harbor. Still needs a lot of work...
Here are some new…
I'm continuing to work on tools, although I hope to finish up soon and move on to some content creation. I enhanced the OBJ importer to support multi-material objects. I also wrote a separate-by-material script to fix some issues with Blender's built-in version (incorrect splitting of certain mes…
I've been working on various aspects of the content pipeline. I wrote a custom OBJ importer for Blender that fixes some issues I was having with the standard one. In particular, it splits fgons more intelligently, avoiding sharp angle triangles. I also made some progress on the scene editor, add…
Today, like every Friday, I went to work on Procyon. My partner, David Baumgart, was busy with a presentation, so I had to work today without him. Nevertheless, I managed to get a few things accomplished. First off, I switched from immediate mode to vertex arrays. This had a huge impact on PyOp…
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