Had a look through the April 2007 SDK DirextX 10 tutorials, and the Evoke code. Noted that the DX10 examples contain a UI library with sliders and drop lists. Mesh loading and shader support also shown, as expected.
Replaced the April 2007 SDK with the June 2007 SDK.
Decided to delay exploring Gameface integration, as I’d like to post Evoke 2.0 on GameDev .net, and for now a simple in game editor will be enough, using the SDK Example UI.
Had a look at Relief Mapping - Seems very similar to Parallax Occlusion mapping (Can see the amount of ’samples’ used at extreme angles, no silhouettes etc). Will be interesting to perhaps support both, and compare performance and quality - they seem to do exactly the same thing.
So, my Ubermachine has been configured as I want it, DX10 graphics card, Vista, etc and I’ve just installed Visual Studio. Time to start programming at home again I think. And also to start blogging, because I’d like to keep a record of what I’m doing in general.
Got the Evoke Engine compiling again, after some minor changes (the .exe still ran fine). Installed the April 2007 DirextX SDK, and started modifying the Parallax Occlusion Mapping sample, to make it more suitable for potential use within Evoke, and also to look at how they are doing things with the Sample UI (They have sliders and drop list boxes etc). Lots of fun, and makes me think I don’t want to be hardcore about Evoke Engine developement - its just one part of my life, not the most important.