After a pretty intense period at work, things are nicely settling down and I found some time to work on my various things on the engine during the last couple of days.
I mainly worked on some ground work inside the resource management code in order to make sure I can create any type of resource using the serialization/reflection code but also by simply providing a block of data in memory, independently of where the data is coming from. This sounds pretty simple and obvious but enforcing that for all types of binary resources gives you a nice and flexible code architecture and makes things more separated and testable.
About the renderer, I noticed some rendering artifacts on the light pass and started investigating where this was coming from. I first suspected issues with my shader code as I am no expert but it turns out that the culprit was a well known fact about D3D9: Texel to Pixel centers misalignement. Instead of me attempting to explain the issue and solution, here is the official page from D3D9's online help about that matter:
http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx
And here are 2 shots, the left one showing the artifacts and the right one showing the result once the bug fixed:
Finally, I spent some time looking at how threads are implemented in C#, what is the interface exposed to the user etc ... As a simple way to use that knowledge, I implemented a splash screen for the editor, that is updated in a separate thread. Nothing particularly hard here but I am really pleased with the result ... probably the best my somewhat limited artistic talent can produce:
That's all for today, hoping to find more time to spend on adding more stuff to the renderer and then move on.