Friday, October 12, 2012

Depth of field

Hello dear development diary. I haven't touched my hobby and dusty 3D engine for months now so I decided to play a little bit! I rewrote parts of the main rendering loop to take better care to not switch GL states without a good reason, in other words I'm caching the most important state bits. I also rewrote texture and model loader to live in another thread to load the initial scene faster, this is now done with pthread and I have to think about win32 port or try to use a wrapper api there or well, maybe I should just forget about win32 :)


I also implemented a 'depth of field' that seems to work quite well together with light scattering. Closer look at the exploding mesh: