Draw particles, match the client's fog, and measure frame delay

Particles (point sprites) are drawn as instanced camera-facing squares sized like Direct3D 9's. Fog is by depth buffer value, as Direct3D 9 does with IMVU's projections. At most one frame is queued for display, frames carry the adapter's timestamp so the renderer process logs the delay to presenting, and the log's lines from several processes no longer mix.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
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dhkatzandClaude Opus 5.5 committed 2026-10-28 06:11:51 -07:00
1 parent 42fc55cb91
commit a04dba18c1
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@@ -32,7 +32,7 @@ function(t5de_embed_shader file name)
endfunction()
t5de_embed_shader(fixed_function.hlsl fixedFunctionHlsl)
add_executable(t5de_renderer WIN32 main.cpp scene.cpp)
add_executable(t5de_renderer WIN32 log.cpp main.cpp scene.cpp)
set_target_properties(t5de_renderer PROPERTIES OUTPUT_NAME t5de-renderer)
target_include_directories(t5de_renderer PRIVATE ${CMAKE_CURRENT_BINARY_DIR}/generated)
target_link_libraries(t5de_renderer PRIVATE t5de::protocol t5de::options Diligent-GraphicsEngineD3D11-static Diligent-Common)