Tomorrow's our next update for capstone! As a result, I poured through and made sure the build worked properly, along with fixing bugs such as a strange levitation interpolation bug. When the code was created, it set the speed to (DeltaTime * Speed) instead of time, even as the DeltaTime was already being used as another parameter in the function. These results weren't noticeable in high frame rates, but since we're still working through slower rates due to unnecessary shadowing, the levitated objects jitter. It's all fixed up now.
I've also started refactoring; this means saying goodbye to unused ideas... (sniffle)
As for the better news, I managed to get some good work done on the terrain cells before they kicked us out of school for a tropical storm warning! The odd thing was that the buffer creation calls were returning false, but only because the Terrain Cell initialization mistook S_OK for a false value. (???)
Now with cells of varying height and width, we now have proper terrain cells for frustum culling in future updates!
The question is, how many cells are too many cells and how many aren't enough? I may have to get the font texturing working after all when I start working with optimizing.
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