Capstone Day 3
March 11th, 2009
Yep, development on my capstone project has started and it is the beginning of day 3! I will try to keep this blog updated with our progression as well as some more in depth articles on what I’ve been working on.
On Monday, I began work on my deferred renderer, trying to get multiple render targets (MRT) working but didn’t have much luck. Yesterday was much smoother and I got MRT working, however it became apparent to me that a standard pipeline with some simple scene graph management was more important right now than a fancy deferred renderer so I switched over and started implementing the scene graph stuff I designed last quarter.
I would like to write up a more official post on the system later as I’m quite proud of it, so for now I’ll just tell you that it is a 3-part system.
- Scene Graph
- Spatial Graph
- Render Graph
Scene graph updates hierarchical transforms and passes that on the spatial graph which manages collisions and frustum culling and passes objects in the scene to the render graph which can do render state sorting as well as batching and instancing and does the final draw call. That’s what I’m working on today.
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