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Showing posts from August, 2013

Inconsistency naming convention

And another more technical post :] Today I had occasion to fix some functions in my rendering code. It was look somehow like this:  struct GPUBuffer {     uint32 openGLBufferId;     uint32 offset;     uint32 size; }; ... class CGraphicsManager {     ...     /** @brief Create geometry buffer. */     bool createBuffers( GPUBuffer* a_buffer,  uint32 a_sizeInBytes,  uint8* a_ptr,  bool a_dynamic);     /** @brief Flush memory of geometry buffer. */    void flushBuffer( const GPUBuffer& a_buffer,  uint32 a_offsetInBytes,  uint32 a_sizeInBytes, const uint8* a_ptr);              /** @brief Destroy geometry buffer. */     void destroyBuffers( GPUBuffer* a_buffer);     ... }; So nothing special but I seen here two inconsistency in code convention. First is that once I use ...

Multithreaded rendering

This time more technical but I think it's really interesting stuff for some of you :] More than week ago I created new branch on my git repository containing code for "multithreaded rendering". Problem like this are never easy and in my case I needed to deal with OpenGL. And for this who don't know OpenGL is state machine and because of this isn't parallel friendly. All creation of resources, uploads of data, rendering and releasing of it need to be done on the same thread where context were created. So you see a lot of restriction which complicate already not easy problem. Personaly I thought about solution of it from some time already but couldn't found any that would fit my needs. In most cases there were problems how nicely fit it into my architecture, how to deal with synchronization and few other stuff. But not so long ago I found at last way to deal with it and of course didn't started to code it In last few years I learned that if we have an...

A little break

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As title say a little brief what was happening in this last few weeks. First part was really nice I took two week of break for vacation and was traveling a lot. Thanks to that I meet interesting peoples and I believe that in future there will be a loot of occasion to meet again. Of course this was only begin because after that I started to finalizing some big changes that will happen for me in near future. I will write about them them at some other occasion. After this short and boring part lets move on some more interesting topics: what changed  :]  *** I started work on some few bigger elements. Not all of them were directly connected with game but I would call them "made for fun" i.e:  LBA Remake on Oculus Rift It was funny experience but in the same time it pushed my tech a little forward. Mostly because it need this specific way of rendering and also oculus is optional device of multiple purpose (it control parameters of 3D rendering and in the sa...