So, I managed to isolate EVERY KNOWN BUG in RAVEN so far, and fixed them. I feel good about that. In addition, rendertargets are working in Direct3D. I will add a depth target texture for Direct3D rendertargets soon. I also fixed the font not pixel perfect issue with Direct3D. I had to shift the X,Y coordinates by -0.5, because apparently even untransformed vertices in Direct3D are not mapped directly to pixels. Stuuuuuupid. And I also added an alpha argument to the material constructor because having to set it after the fact is just plain hackish. That also solved the fact that alpha wasn’t explicitly initialized, causing consistency problems. Big time. Another bug that was fixed.
All thanks to my l337 programming sk1lz and GDB. Is there anything GDB can’t do? Excellent debugger AND payload delivery system if you happen to be a hacker!
All I have to do at this point is get the Direct3D rendertarget working with a depth texture and stick in HLSL support. It shouldn’t be too difficult (famous last words…lol) so stick around. Then I can maybe add bitmap font support! I’ll probably take an Irrlicht approach on that one, I really like their method. I feel like this project is seriously trucking along!
And… I really hope I get my ACT results back soon enough to register for classes. I feel somewhat worrisome. If I can’t follow through, I’ll have to wait ’till next year. And then I’ll have to wait and feel bad about myself… sigh. Here’s hoping.
EDIT!
Seeing as how no one has commented yet, I feel fine just editing this post. Here are some screenshots of the rendertargets working in Direct3D! OpenGL is exactly the same in appearance, so really no need to post them.
If that isn’t just balling, I don’t know what is. Next up: HLSL support!