Today was a day to kickstart more data-driving. I learned some interesting rules about HLSL constant buffer structure, mainly the fact that it defaults to 16-byte aligned. That way, I couldn't do a struct with one XMFLOAT2 value and four floats without some padding.
However, we can now control some more in depth parts of the terrain, including heights and levels of depth:
As for capstone, I noted an odd thing during the Shipping build - setting a Material Instance Dynamic as a parameter for calculating during program begins actually doesn't register during the build, resulting in some nasty crashes. Setting the parameter to an editable UMaterial value fixed it up, but it still reminds me how things can work in the editor and Dev builds but not work at all in Shipping.
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