Added support into the engine for specifying custom shaders. Below is a model I put together one evening for testing purposes. It’s the propeller-head man, and he’s looking sharp sporting dual materials and cel-shade vertex and pixel shading programs to boot.
XVidcap isn’t capable of capturing OpenGL windows very well due to my oldish CPU, so sorry for the low resolution of the video. It was either that or slideshow.
As the video shows, Tsunami now has full skeleton-based skinning support.
And it’s pretty fast too. The screen shot on the right is 50 bugs clapping at the same time on a Turion clock-locked at 800Mhz and integrated video. 60FPS, 36% CPU usage. I should be able to halve that pretty easily by adding VBO support and tightening up some of the inner render loops a bit (along with the graphics on Level 3).
Last night I wrote a matrix class to handle skinned mesh transforms. I might move the PC version over to do the vertex weighting in shaders on the GPU later on, but while I’m still toying with the idea of ports to various portable systems (PSP, Wiz) I thought it prudent to design the engine to work primarily with software based bone transformations. Besides, its always good practice to go over the basics again.
Hopefully I can put the actual skinning code in place tonight.
v2 of the site is almost done, I just need to finish up the server specific configurations first (I do all of my development locally). Until then, you’ll just have to make do with this placeholder.