Glint: Dev diary IV - One step forward, two steps back

Shaders are being tackled and I’m sort of in the middle of the
process. I knew that 3D graphics is a complex topic, but the more I
dive in, I feel like my toes are getting stepped on, as I try to to
tango with this complex partner. Colour me hopeful, but I think this
is solveable. My standard answer to situations like this is Yes, and
the question is always Violence?. But in this case I might have to
drop the vaselin and try finesse instead.
In chronological order
Shaders allows for the scene to have light. The monochrone soup of colours is now gone, and a glorious future awaits us.
A system for pinning is added, so that we can have a torch. Mr Robot is sad that everything turned dark.
I thought to celebrate my wife’s birthday with an Easter Egg. Turns out I have some issues. Performance issues… PERFORMANCE!
We take a step forward, and two steps back, as I discover just how bloody complex models, shaders, textures, materials, bones, skinning, AARRGH…
