Yeh, figured out the IO stuff :) ... but once again things aint working on ATIs but they do on NVidia. I'm talking, an almost exact copy of loadDDS DX7 SDK code. What's with those cards? :)
Been a slow week, but added some blitting functions, DX Blt, BltFast, stretched blit, GDI blit, works with image or texture to image or texture.
Been messing with 'texGen' or 'automatic UV generation', kinda what spherical maps use to generate the UVs based on camera > vertex normals. However, using vertex position instead of normals, you can do a flat projection of a texture (think spotlight). So far I can only do it from the camera position, need to work out how to add in a transform matrix so you can project from elsewhere (a light position).
'Could' be useful in projecting a shadowmap onto geometry without the need to set all the UVs (transform them into light space), all done in hardware, so no slowdown.
Spoke to Mark on Irc and along with a few of the guys there, persueded him to reconsider releasing more information on Blitzs internals, he said he'd think about it again, so fingers crossed! :)
It's good fun, and I'm still learning! :)
Tom
Been a slow week, but added some blitting functions, DX Blt, BltFast, stretched blit, GDI blit, works with image or texture to image or texture.
Been messing with 'texGen' or 'automatic UV generation', kinda what spherical maps use to generate the UVs based on camera > vertex normals. However, using vertex position instead of normals, you can do a flat projection of a texture (think spotlight). So far I can only do it from the camera position, need to work out how to add in a transform matrix so you can project from elsewhere (a light position).
'Could' be useful in projecting a shadowmap onto geometry without the need to set all the UVs (transform them into light space), all done in hardware, so no slowdown.
Spoke to Mark on Irc and along with a few of the guys there, persueded him to reconsider releasing more information on Blitzs internals, he said he'd think about it again, so fingers crossed! :)
It's good fun, and I'm still learning! :)
Tom