Aether3D now supports render-to-texture using GL_EXT_framebuffer_object and traditional glCopyTexSubImage2D() for older chips/drivers. Camera's view can be used as a texture, but I'm going to implement some kind of GUI system or something so we can have usable computers in the test scene.
Model loading is now a lot faster, because their data arrangement now resembles more the actual vertex buffer format. Considerable loading speed-up was evident on slower computers and in the scene editor (which is coded in Python/Qt, more about it in later posts).
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