There have been many things in the past few days. Some people have asked you how much code you can control. After this battle, we found that there are not many, there are only a few functions that can be considered at the same time. If there are more than 10 functions, there must be problems. There are too many ideas in my mind. In the end, I am exhausted. During outdoor scenarios, the biggest problem encountered was that too many features were to be implemented. In the end, it was better to attack them.
After carefully focusing on Texture mixing, the original mess was finished in only three days. The first day of data source, the second day of data organization and shader, and the third day of modification. Sorry for the waste of time in the past few days!
Not much. Currently, the following hybrid solutions are used:
Each block has a maximum of 4 textures, and 4 textures are mixed with a "blend + light" map (blmap). Blend factors of T1-T2, Result12-T3 and Result123-T4 are BL. r, BL. G and Bl. b. The lighting map is stored in Bl.. The 4 sampler version of ps11 is implemented respectively (that is, 2 pass will be used for the 4 textures) and the 16sampler version of ps2x and ps30 (basically one pass ). In fact, the 6sampler version of ps14 should also be done, because 4 textures in this version can just be completed by one pass, but this is not a big problem, just physical strength.
Future improvements include:
-More textures are allowed for each block, but this is not important. Generally, 4 textures are enough.
-Each layer of texture should allow free use of FX, that is, modifier similar to 3dmax.
Yesterday I reviewed crytek2 again ...... Texture blend may be less and less used in the future, right? This is not clear.
Today's task is finally the editor. cli is really happy to make the editor!