First Steps for the V3 Renderer

This week, work continued on the new V3 Renderer.

First steps of the V3 renderer.

First steps for the V3 renderer.

In the image above, we can see that the renderer is starting to produce some images.

It might not look like much at the moment and, indeed, there’s still work left to reach parity with the legacy fixed-pipeline renderer. Nonetheless, being able to render the floor grid and the PK Knight model is an important step that validates that the core Entity-Component traversal, the Core OpenGL rendering code, the shaders and the new material and retained mesh systems are interacting correctly.

As with any rendering project where you start from scratch, until the moment where the basic foundation comes together, you have no option but to rely on your code, a piece of paper and a bunch of scaffolding code. Everything has to be built “in the dark”, without being able to see anything on the screen.

Now that we’ve established this foundation, however, we can continue to build the V3 Renderer with visual feedback, which should help tremendously.

Next step: on to basic texture mapping!

Stay tuned for more!