This project is made to learn the Odin programming language and Direct3D 11.
The design of the code tries to improve on my previous rendrerer : https://github.com/St0wy/opengl-scene.
- Window Resizing
- First version of a Material system
- Camera controls
- Scene graph
- OBJ Model Loading
- ImGui
- Perf counter with CPU / GPU Time
- Option to change internal resolution
- Some debugging tools (Seeing normals, depths buffers, bounding boxes, wireframe)
- Mip Mapping
- Point lights and Blinn-Phong
- Cascaded Shadow Maps
- Texture Compression
- PBR ? Without IBL
- HDR / Tonemapping
- GLTF Model Loading
- Cascaded Shadow Mapping
- Some post processing effects (SSAO ? Bloom ?)
- FXAA
- Not sure yet if I want to make the renderer deffered yet, but maybe (or forward +?)
At some point somewhere maybe : Deferred rendering
If I have that dawg in me : Skeletal animation