All my latest efforts are focused in the development of the Gui Editor within TextureMind framework. With an average of 300 commits per month, I didn't have time to upload a new video, but the application is now almost complete. Now it's possible to manage skins, gui pages and resources. With the gui page editor, […]
It's done! Taking advantage of the extra time I have now, I finished the GUI associated with my TextureMind framework. Compared to the previous update, I added Frame Windows, Tree Views, Tab Strips, Tool Bars and Docking Layouts. I fixed lot of bugs, improved the management of resources and events, optimized the algorithms to draw […]
I recently focused my efforts on the development of some widgets for displaying lists of items, in particular: listviews, menus and combo boxes. Listviews are optimized to handle hundreds of thousands of items without causing the application to slow down too much. Listviews can be configured to draw colors corresponding to different events, such as […]
A new AnsiC parser was born inside TextureMind Framework. I'm programming this parser from scratch, starting to implement all the standard ISO C89 features. Most importantly, the parser is designed for being extended to any other language, formal and not formal, which is the main reason why I didn't use another existing and well proven […]
I'm very excited to announce all the future plans for TextureMind Framework. First of all, let me tell you that I'm focusing all my energy on the development of the framework. I continued to develop for months now, without stopping. I'm trying to keep it consistent and reach important targets in no time. In the […]
I've continued with the implementation of the framework's proprietary GUI. In this case, I implemented a new widget to handle textboxes. As you can see in the video, this is not just a text box widget to put some text into it, but a complete text editor that can be used for any purposes, from […]
After years without updates I'm glad to present probably the most important update so far. In the past, the framework was just a monolith of C++ static libraries that could be enterely or partially included within a project to access various functionalities. On one hand it was good, because it simplified the programming of the […]
I created a video to show the potential of the Vulkan renderer included in my framework. Now the engine can import 3D models from several 3D formats (including collada) and render them with Vulkan libraries. The engine is equipped with a proprietary material system and mesh format. The materials of the imported models are converted […]
Now the engine in Vulkan can draw text with bitmap rendering. The engine checks which characters are on the screen and it creates dynamically the textures only for the fonts to be drawn, with the correct size and aspect. The characters are precalculated into bitmap with the FreeType library and loaded into Vulkan textures only […]
Skinned mesh rendering is a fundamental part of every modern 3D engine, so I couldn't avoid to implement it. The skinned mesh with weights, indices, bones, skeleton, and animated nodes is imported with AssImp library into my format. I added weights and indices to the vertex attributes while bones matrices are written into a shader […]
I improved the material system, introducing the lighting stage. I removed the fragment stage and replaced it with color and lighting stage. The output color is calculated as the sum of the color stage and the lighting stage. The color stage has only one material node as input that is used to produce the output […]
Now the importer with AssImp library is capable to import model materials and textures into my format. I added also support for normal maps with tangent and bitangent vertex attributes, improving the lighting stage in the fragment shader to render it properly. In the video you can see nano suit model imported from collada format. […]
I decided to use AssImp library to import models from other formats to my 3D mesh format. The video shows a first implementation of the importer. Vertices and normals are converted along the skeleton structure, while the red material is generated just to render the model on the screen. The next step is to load […]
Finally, the very first 3D model rendered by the 3D engine. Even if it looks like a simple torus demo, the main feature this time is the format used for the 3D mesh and the convertion from material nodes to vulkan shader, for the rendering. The mesh is composed by a polygon hull, a set […]
I improved the implementation of materials and textures with Vulkan. Now every material is translated into a GLSL shader that is converted into SPIRV code with shaderc library. The shader is generated along the graphics pipeline to match the material settings. For now materials are very simple and used to draw an image texture with […]