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PURE API 0.5
PR00F's Ultimate Rendering Engine full documentation
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Just a few changes happened in the recent 3 years as my focus was on developing my game: PRooFPS-dd.
Changes:
PureUiManager
class;PureUiText
is now considered deprecated but kept to stay compatible with older applications such as the legacy PR00FPS from 2007;PureProjection
class to be used for 2D->3D unprojection or 3D->2D projection calculations in any future games;PureMaterial::setDecalOffset()
to support rendering of decals on surfaces such as bullet holes on walls.Following features have been implemented:
Following features have been postponed:
Main target was to refactor the existing codebase, hardening, bug fixes, make documentation, and make the first performance demo to measure rendering speed.
The repositories have been uploaded to github, as previously only local version control was used on the main dev machine.
The refactor included separating source files into different subdirectories, extracting PRREObject3D functionality to separate PRREMesh3D and PRREVertexTransfer classes.
Hardening included checking all memory allocations and OpenGL function calls and adding error handling to them where it was missing, extending logging, changing compiler settings to treat all warnings as errors, implemented per-module logging setting in CConsole logger.
Main target here was the ability to run PR00FPS with the new engine.
Legacy PR00FPS is able to use the new engine without modifying a single line in PR00FPS code. This is achieved by adding a wrapper library in between legacy PR00FPS and the new PURE graphics engine.