Week 7 Progress – Andrew

Goals
– Switch engine over to programmable pipeline (oh boy…)
– Use that programmable pipeline to get some sweet new shader action going (OH BOY!)
– All that other stuff that needs doing, whenever the time is right for each of them. (HUD updates, “radar” system (with tyler?), winner screen (or however we’re doing that), power-ups???)

Goals Accomplished
List of planned goals accomplished
– Switch engine over to programmable pipeline (oh boy…)

List of additional accomplishments:
– Fixed the directional lighting that stopped working a while ago (specular too), by doing it manually in a shader.
– Added in support for the different ship textures to be displayed and automatically assigned to different players (without reloading the same mesh multiple times)

Unaccomplished Goals
Reason for all unaccomplished goals:
– Switching over took longer than I thought it would & shaders are hard to debug.
– Bloom is in progress, but not done yet (that’s part the first unaccomplished goal)
– Didn’t really work on any of the misc stuff. Someone is slowly putting together powerups (but not the graphics portion of it, which will be my job soon)

List of unaccomplished Goals:
– Use that programmable pipeline to get some sweet new shader action going (OH BOY!)
– All that other stuff that needs doing, whenever the time is right for each of them. (HUD updates, “radar” system (with tyler?), winner screen (or however we’re doing that), power-ups???)

Goals for Next Week
– Finish Bloom (Sun effect)
– Visualize Powerups
– All that other stuff that needs doing, whenever the time is right for each of them. (HUD updates with new sprites, “radar” system (with tyler?), winner screen (or however we’re doing that), splash screen / starup screen (just need to put it in place, others are working on it (well just adrian for now, as far as I know))) (nested (parentheses))

Morale
That pipeline presented more issues than I thought it would. It’s hard to debug a shader. Sungod was fun though. =D

Posted in Andrew Reports