Blogging late at night as my work run on and on this evening. Created two builds today for testing, and getting very close to a final V1.008 beta. Just needs a bit of quality testing we should be ready for release! That said, it's well past midnight and as you know my ritual of getting up to do a normal 9 to 5 means it's way past the mark, so I will keep this blog brief and hopefully provide some nice visual shots on Thursday when I have more time to test the build and smell the roses.
I did some research into HBAO (an improvement over SSAO) but could not find any DirectX9 or Pixel Shader 3.0 source code to help me get it implemented. If anyone can locate this code, I would be most grateful! If you find a technique that relies on DX11 or deferred rendering, then I cannot use it but you can dig out a nice HLSL shader file and accompanying source code that works with DirectX 9.0 I will be very happy. Still doing the pre-bake but for users with higher end graphics systems, having instant ambient occlusion as a real-time shader (as heavy as it is) might appeal.
Won't bore you with the tweaks done today, but two big ones involve new IDE code which prevents the FPSC-MapEditor.exe code from launching multiple times and Simon managed to reduce the GPU video memory hit by around 400MB which was an amazing saving, and we suspect there can be more to save if we dig deeper!
For now, going to finish this uploading and catch some Z's!