I’ve been working nearly every day for the last month on the engine’s effect based rendering subsystem. I now see why my friend reached burnout while designing the system. He sure puts a lot of deep thought into these types of things. It took me a while to see the “big picture”. Lucky for me I’ve had lots of time to invest in the code recently, without any distractions! It’s proven to be a hard architecture to implement, however I still think it’s going to be a great architecture to use! I’m sure it will prove to be very flexible and easy to use in the long run. I’m actually getting pretty close to finishing it now. All of the shader parameter management is taken care of now. For example, all of the parameters can serialize themselves to and from disk, textures are automatically being loaded and created, etc. I’ve been working on the mechanism that automatically links the parameter sources to their respective targets, such as individual device render states. Beyond this, I just need to finish dealing with the placement of the shader constants in their respective registers, all in the correct order. Then things will be in good shape to move forward with the game code again!
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