Advanced Rendering, and OOO Monday
Hey Folks! I did some more experimenting with the orbital plotter today, and delved into Unity's more advanced rendering features.
The biggest change was in the way the orbital plotter was rendered. Previously, it drew vector lines directly onto a GUI canvas. This was simple, and fairly powerful, but it made things a bit hard when it came to mixed UI elements (e.g. a truetype font and texture-mapped vector lines).
So as an experiment, I tried using render-to-texture instead. This basically means the UI gets rendered to a bitmap in memory, and then that bitmap can be used on any mesh, including the GUI's canvas. And one of the cool things about that is that it can be passed through deferred rendering and post process effects. I can apply certain filters, shaders or other visual effects to the GUI that would normally be reserved for 3D meshes and scenes.
It's not quite there yet. At least, not pretty. But it's working! And the toybox of really fun visual effects is now open :)
Also, just a heads-up: Monday is a holiday here, so I'll be out of the office. Technically, I'll still be around (probably sipping a beer on the porch, if fate shines upon me), but may not reply right away. Have a good weekend all, and see you Tuesday!