I had some hard time with post-processing, after hours of wondering if I'm that stupid or something I found a solution for my problem and it was in adding that line:
SetGeometryShader(NULL);DirectX is a state machine, one rendering technique turns geo shader on and it's on until you disable it. Jesus, I know that but it's really hard to debug that kind of stuff on my knowledge level...
Anyway, finally I've added some music-dependent glow:
Of course it looks better in game (it's a music-like game at last). FMOD is really fantastic sound engine, you write something like
float* spectrum = new float[64];and in spectrum array you have 64 0.0f to 1.0f values describing sound intensity by pitch. Right now I only take bass spectrum to describe wireframe width and glow size but it's really easy to make some fancy effects with it.
channel->getSpectrum(spectrum, 64, 0, FMOD_DSP_FFT_WINDOW_RECT);
Now I have only 3 days left and the next big thing to do is instancing and frustum culling (yes, I still haven't done it).
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