Sunday, June 7, 2009

Next Maze article due

in the next week or so.

I finally got the waving flags working in D3D10, modifying the vertex buffer on the CPU and using UpdateSubResource to copy back to the GPU. When we get to performance tuning that is something to consider moving to the GPU completely.

The other features of this version are a simulated texture load of 64m, multiple texture sets to simulate loading "levels", tesselation of the maze quads, and showing "adverts" on some maze wall quads.

The code should be somewhat interesting, stay tuned.