I’ve finally added the long promised fog. As it was a quick and easy addition, I’ve also done a lot of optimisations including replacing Sylvester with GLGE optimised math functions. Guesstimate is that performance gains this week are ~20%. I was hoping to add some frustum culling of objects as well but there just aren’t enough hours in the day, but I’m sure I’ll get it done soon. Hopefully, I’ll be getting the animation system up to scratch this coming week.
Heres the video:
Looks promising from the video! I get a fragment shader error in a popup when I try to run it, though:
ERROR: 0:49: error(#202) No matching overloaded function found texture2D
ERROR: 0:53: error(#202) No matching overloaded function found texture2D
ERROR: error(#273) 2 compilation errors. No code generated.
This appears twice, then there’s an other one reporting the same error at line 47 that appears 3 or 4 times.
Sorry, that’s with Minefield, Windows 7, ATI Mobility Radeon 4670.
thanks @giles I think it’s fixed now, but it’s difficult to tell if I’ve missed anything.
Performance improvement much better here, more like 80%
Yup, it’s working for me now.
[...] Paul Brunt’s GLGE improves in leaps and bounds; he’s now added fog effects. [...]
As always worked fine on Minefield, OS X 10.6.2, Whitebook. This looks awesome BTW.