2016-03 month report
admin
11月 11, 2020
0
201602
- Framework
- p0 : Mesh 代码重构 (completed)
- p0 : Multiple Output Renderer (completed)
- p0 : 重构 Interactive 部分代码
- p0 : 重构 Geometry 代码 (completed)
- p0 : 整理 Transform Object 代码 (completed)
- p0 : 整理 Rotate Object 代码 (completed)
- p0 : 整理 LightController Object 代码
- p0 : 增加调节鼠标速度及旋转速度的组件
- p0 : 调整 Effect 结构使其更高效,同时支持批量渲染 (completed)
- p0 : 将 shader(vs, ps, gs)各个阶段代码放入一个文件 (completed)
- p2 : Multiple Constants Buffer support in HLSL (completed)
- p1 : Resource 加载增加 Buffer 机制
- p1 : D3D Vertex Layout Buffer(Donnot create differet object for same layout in DirectX11)
- p2 : Instancing Rendering Support in framework
- Scene Management
- p0 : Frustrum Culling
- p1 : BSP Scene Node
- Render Framework
- p1 : Scene Render Framework With Stencil Reflection support
- Simple Effects
- Common
- p2 : montion blur (completed)
- p2 : Alpha to converage
- Stencil based techniques
- p0 : Silhouette
- p1 : Shadow Volumn
- Compute Shader
- p1 : FFT Transform
- p1 : CS based FFT Transform
- Shadow Map (Need Universe Light Support)
- p2 : Multiple-light support
- p2 : Directional Light Support
- Tessellation
- Environment Mapping *
- p1 : Geometry Shader based Cubemap mapping
- p1 : Multi-thread Cubemapping generation
- p0 : HDRFormat
- p0 : HDRLighting
- p0 : SSAO
- p1 : Animation (completed)
- p1 : Water Simulation
- p1 : Water Effects
- Terrain System
- p1 : Tree-based Culling
- p1 : clipping
- Features
- p1 : Deferred Shadering (completed)
- p2 : Multithread Rendering
- Unittest
- p2 : Add unittest to azer
- Game Resources
- WOW Model data(Skinned mesh)
- Wow Map data
- Books & Papers
Bug
Daily Report
20160310
- SDKMesh Animation
- SDKMesh Animation With NormalMap (with bug)
20160311
20160314
20160322
- 整理 Geometry 和 InteractiveController 代码
- 整理 HLSL 将各个阶段 HLSL 放入到一个文件当中
20160323
20160325
- Light Interactive Controller
doing
- ShaodwVolumn
- HDRLighting
- Picking ?
- HDR ?
- SSAO ?
- SSR ?
- Decay ?
- Shadowmap ?
- Water
近期评论