So, I’m moving to a new place tomorrow and work on Gorgon v2 is going to halt for a bit until I get my life back in order. In the meantime, here’s a screenshot of the primitives (rectangles, lines, etc…) that have been making me insane (click it to see a larger version):
You can see the line (barely, I know, you can see it when it’s running for sure) and the rectangle, but I’ve gotten ellipses to work as well. Now, what’s the big deal you ask? (You are asking that, I demand it). And I’ll tell you. Unlike the previous incarnation where the primitives were generated one pixel at a time (very inefficient), this time it’s using polygons to generate the primitives. So a line is using the line drawing on the video card, the rectangle and unfilled ellipse are using the line drawing as well and the filled ellipse is using triangles. So all in all, they’re MUCH faster than the previous version. For more details click the thingy at the bottom there…
So, I’ve gotten most of the sprite functionality back into Gorgon 2.0. And of course, with the help of my stupid ball demo program I learned something neat… (click the “read the rest of this post…”, you know you want to)
So, here’s some more proof that I’ve been working on the next version of Gorgon:
As per the description on the youtubes:
An example showing the new version of Gorgon.
Currently this is just a simple sprite test using 1024 multi-textured sprites via shaders on Direct3D 11 hardware. It also shows a new feature that’s being planned (but not promising anything) to use the 3D stuff to allow perspective corrected sprites.
This video also shows depth for the sprites by walking a camera into the sprite cloud.
Currently getting about 1200 FPS with this (the selective multi-texturing really slows shit down).