Honestly speaking , I believe 10 hours is just enough for me to understood what I should do and how could I do to finish the task.
I spent lots of time this week to see how my classmates built their I /O and program structure. From this process I found how inefficiency my programming is and it is hard to do expansion and code management.
(it is a valuable experience to make such mistake and see how other people do it better)
So I do rebuilt everything and make my I/O systems work in a expandable way.
Similar to I/O system. I realize I should make my parser expandable. So I made Effect parser, Entity parser, Material parser inherited from a parser class in order to do future expansion.
Even though, it is a painful experience to finish such a big structure. But I am glad I had learn lots of knowledge beyond game graphic.
By the way, I have solved my CADE problems by going to CADE office. I realize that a directly download link is not only a convenient advance but also take advantage of commercial elements behind a tiny change.
Here are cubes made by two different fragment shaders
At first I cannot got depth buffer in PIX
With TA's help
m_direct3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
Code
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