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Week 20
Raina3D Machine
Raina3D is now running on a Sager 9750 with NVidia GeForce 7800 GTX, AMD64 4800+, and 2GB RAM. Now using NVidia graphics engine rather than ATI, I plan on continuing research on GLSL 2.0 to provide shaders over material support.
Optimization III : Model Display Lists
Both MayaModel and Mesh objects now support Display Lists for their rendering states. The reason behind this is due to the fact that the current version of Raina3D only supports rendering meshes, not editing them. By pre-processing the rendering of the mesh can greatly increase the efficiency of the scene.
Optimization IV: Terrain Optimization
The terrain now has 2 modes: edit and view. In the edit mode, the terrain is constantly updating with the latest values from the Terrain Painter, while the view mode renders the terrain out in the scene using a display list. By removing the display list, the Terrain Painter most of its "chugging" due to overloaded processes. Display Lists are ideal for non-altering items, such as models and terrains in their view modes.
Now running on the new system, Raina3D Terrain Painter now updates terrain in a beautiful live fashion, rather than an expected delay.
New Paint Brushes
Raina3D now supports new paint brushes: Square, Diamond, and Circle. These brushes have been implemented into the Texture Editor, Tileset Editor, and Terrain Painter. Both the Diamond and Circle brushes use an algorithm that draws the appropriate pixel within the specified radius. The diamond draws a multiple of pixels based on its row position and the cirlce draws the pixels within its radius by validating its length.
Transformation Fix
Fixed a transformation bug that started during the Graph Editor optimization. The bug only updated the first frame because the loop traversed until it found the input frame is larger than the current keyframe. This should verify that this is the actual keyframe to be updated by making sure the next keyframe is greater than the inputted frame.
Transformations have been slightly optimized by implementing break statements upon completion, rather than traversing until all frames have been compared.
Skeleton Animator - Save Option
The Skeleton Animator now supports saving skeletons, by using the same save style as Raina scenes because the Skeleton Animator loads a similar scene format.
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