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Rendering Engine design


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#1 XORcist

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Posted 27 September 2005 - 08:09 AM

Hello everyone,

I am currently designing a rendering engine for Next Gen d3d9 cards ( Any ps 2.0 card would run but 6800 minimum for decent rates ). I am working on Unreal 2.5 & my goal is to extend UE2.5 to UE3.0 rendering as much as possible ( 64 bit HDR pipeline, parallax mapping, shadow maps, etc.)

Here are a few pointers.

A node based material system ( similar to Hyper shade) which generates HLSL code.

Nodes are stored as shader fragments & combined shaders are generated at run-time(cached to disk) depending on which nodes artists combined & num & type of lights while precaching. Redundant code between nodes is a problem. Did any one try D3DFragment Linker.

If someone already done this, can u share some points & issues u faced ?

No. of TexCoord interpolaters is limiting my LightsPerPass to not more than three (point & spot). The only solution I see is World space lighting. It involves building a (tangent to world) matrix & then transforming texel-normals with it. Scary part is that all this is done inside the pixel shader
Has anyone addressed this issue ?

Thanks in advance:wink:





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