Merge branch 'tyrav2-develop' into tyrav2-static-dynamic-pipelines

This commit is contained in:
h4570
2022-07-21 17:56:17 +02:00
9 changed files with 280 additions and 40 deletions
+3 -4
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@@ -3,14 +3,13 @@
--- H4570
- [DynPip] TD VU1 program
- [DynPip] C++ pipeline
- [DynPip] Dbufferring during mesh unrolling
- [DynPip] Info about: simple clip
- [StaPip] Remove animation
- [StaPip] Dbufferring during mesh unrolling
- [StaPip] Info about: full plane clip
- [Renderer] Add possibility to on/off frustum check in all pipelines (renderOptions?)
- [Loaders] Think about ".tyrobj" format - implement it (add multicolor support)
- [Loaders] DFF loader
- [Loaders] DFF loader as static Mesh loader
- [Texture] Test cache hits with large amount of textures (dolphin sample?)
- [Demo] Create cool demo which will show all features of Tyra (I will take this one)
@@ -44,10 +43,10 @@ because this lines will be removed on make-release. Only debug stuff should be c
- [Tutorials] 3. Minecraft cube - explain this pipeline, and explain that there are many 3D pipelines
- [Tutorials] 4. Mesh rendering - explain stdPipeline, render .tyrobj file via Mesh class, explain that this is high-level
- [Tutorials] 4. Mesh rendering - explain staticPipeline, render .tyrobj file via Mesh class, explain that this is high-level
abstract 3D object class, and what it have (animation etc)
- [Tutorials] 5. Manual rendering via stdPipeline - via Render3DBag (core.render()), render simple poly,
- [Tutorials] 5. Manual rendering via staticPipeline - via Render3DBag (core.render()), render simple poly,
explain that this is lower-level abstract rendering, it have the all the features as Mesh rendering,
because Mesh rendering uses only core.render()