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Admin

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  1. The context parameter is the old way of setting AA, on the context itself. This is bad. The proper way to do it is with the Camera::SetMultisampleMode() command. This will make it so the camera renders to a gbuffer with multisampled textures, one of the new features in OpenGL 4.

     

    Context antialias could still be useful for 2D drawing but you generally do not need it for anything.

  2. Deferred renderers tend to have an initial performance hit because they are rendering to several large textures. However, they scale a lot better than forward renderers, and can display many more lights after a forward renderer would grind to a halt, because the deferred renderer only has to calculate lighting on the final outputted pixels of the scene. It's normal for the max framerate to be 200-600 with nothing in the scene, but the renderer will be much more capable as the scene gets more complex.

     

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  3. The material needs to use the animated model shader, since vertex skinning is all done on the GPU. Make that change to the material and it will work. In the future, I would like the editor to "guess" this when models are imported.

    http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/material-editor-r8

     

    Hardware skinning on the GPU pretty much eliminates the entire cost of performing animation, so you can have more characters onscreen at once with little performance penalty.

  4. Here is a tutorial for player movement:

    http://www.leadwerks.com/werkspace/page/tutorials/_/adding-an-fps-controller-r52

     

    There is an included map that goes along with it.

     

    The Indie Edition on Steam only supports Lua programming, as described on the store page. An upgrade to the standard edition, which includes C++ programming, will likely be available on Steam when it is ready.

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