branchsbox/speedtree-evaluationcancel
4 Commits over 0 Days - ∞cph!
Plug into our shadingmodel
Hard code low/med/high cbuffers
Add depth prepass, hardcode some more tree cbuffers
Implement WindSdk code, setup cbuffers manually at 50% speed for now, add uv data
Just use floats for poc, I can't believe how difficult it is to pass a R8G8B8A8 format attribute to a shader
Shader with all the vertex data
speedtree sdk + vpc scripts
binaries
Speedtree SDK to DMX serializer for RenderMeshFile node
* convert stsdk compressed vertex stream to our own, 32 bytes is good
* compressed vertex stream contains packed normals & wind data
* imports each lod & material