Spellcaster Studios

Make it happen…

Tag Archives: shaders

Finally fixed!

This was a tough one to track… Ended up using GL Monitor to list all the calls and looking at them in detail, trying to figure out what was happening there… The problem was the redundant texture switch system. To minimize texture changes, before I set a texture I see if that texture is already […]

Weird bug…

Today I was trying to finalize the Mac version so I could send it to the UI artist, and I found a really weird bug… So, sometimes the ship landing looks like this: So, first guess: shader… But this only happens on the Mac build, it works fine on the Linux and Windows build… Still, […]

Editor effects

Today I started adding the rendering effects to the editor, since I’ll need them to build some stuff for the teaser trailer I’m working on… First I had to get it working again properly (a lot of changes since I last used it), but that didn’t take long… Then, time to add the ambient occlusion […]

Finished the per-pixel shaders

As the title indicates, today I finished up the other shaders in per-pixel mode… Still need to port them over to OpenGL (I’ve done them on Direct3D because I still don’t trust the OpenGL renderer that much), but that should be a couple of hours… Now listening to “Sirenian Shores” by “Sirenia” Link of the […]

Per-pixel lighting

First draft of the per-pixel lighting on “Gateway”… It’s a bit hard to see the effect, because the vertex density is quite high normally. Per vertex: Per pixel: You can notice it especially on the edge of light behind the player… Still missing the per-pixel lighting on the other shaders of the game, but it […]

GLSL Optimizer

Today I integrated GLSL Optimizer to my shader code… It had some quirks: Doesn’t accept #line directives with name of the files, so I have to strip that when feeding it Doesn’t accept OpenGL 3.30 shaders   This last one isn’t that bad, although I was using 3.30 shaders (the tutorials I was using were […]


Today I worked on building a preprocessor for GLSL… Well, I didn’t exactly built a preprocessor, GLSL has one (contrary to what I understood previously), but it doesn’t work like the Direct3D one. On the D3D one, when I ask him to compile a shader, I give him a series of preprocessor macros and he […]