Wednesday, October 04, 2006
Back into the dark ages...
I've been experimenting with the OpenGL shadow extension. It can produce very nice shadows, and it is quite easy to implement.
I want to make it usable from QGL, which presents a problem. Speed.
I have to make multiple passes through my scenegraph to render a depth map from the POV of each light in the scene. Each extra pass QGL makes over the scenegraph is going to consume frames per second.
I've previously written a render visitor in Pyrex, which only provided a minimal speed increase. I think this is because the double dispatch pattern I'm using requires a couple of python function calls for each node that is rendered.
It seems that the only way to get around this is to move the entire scenegraph data structure into a C extension, providing an API to allocate and modify C structures from my Python code. This effectively means ditching the current QGL and writing a C render engine, which is not something I intended to do.
Subscribe to:
Post Comments (Atom)
Popular Posts
-
These are the robots I've been working on for the last 12 months. They each weigh about 11 tonnes and have a 17 meter reach. The control...
-
This hard-to-see screenshot is a Generic Node Graph Editing framework I'm building. I'm hoping it can be used for any kind of node...
-
So, you've created a car prefab using WheelCollider components, and now you can apply a motorTorque to make the whole thing move along. ...
-
Unfortunately I've not secured a venue for the GGJ. With 9 days left, things are not looking hopeful. It could be that GGJ Perth will no...
-
Often, when building a game, you need to test if objects are colliding. The objects could be spaceships, rocks, mouse pointers, laser beams....
-
Thank to Adrian Boeing I was inspired this morning to hack together a ripple shader for Unity3D. Thanks for the math Adrian. You can see th...
-
MiddleMan: A Pub/Sub and Request/Response server in Go. This is my first Go project. It is a rewrite of an existing Python server, based o...
-
I've been investigating different .net languages for use with Mono. I've spent some time with Boo , and have decided I don't lik...
-
Update: This is another planet shader, with more physical fidelity. Shader "Planet" { Properties { _MainTex ("Diff...
-
I made something which lets you render very large worlds with a small farClipPlane. https://github.com/simonwittber/scaled-origin The d...
No comments:
Post a Comment