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Latest GLSL Activity

kotets
August 27, 2024 01:50 PM
Scalable shader to blend multiple materials in general form

My algorithm / logic is maybe a bit random, first thing I ended up with, so vertex re-use patterns become really strange with a lot of materials 😂

Purple = reused vertex. Empty = duplicated vertex.

So a chunk (32x32x32 in my case) with ≥ 4 materials might have its reuse rate lowered, but these chunk…

4,371 views
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UPDATE: I was sent this and it works.  Also, it is not localized to samplerCube , it also affects sampler2D and sampler2DArry.  Probably all of them but these are the only ones I am using.

Timothy Arceri commented on a discussion:

If you want to avoid the current issue in mesa you should be…

6,818 views
9 Slicing in OpenGL, want to have the center of the texture repeat instead of stretch

You can only accomodate arbitrary sizes with one 9-slices asset by allowing some stretching of the border and/or of the repeated interior. If your tolerance for stretching is low you might need variant assets to use with different output sizes.

For example, suppose the initial and final border in yo…

10,924 views
GUI controls tutorial (architecture, base class, button, text box)
11,582 views
Need to clip depth to inside of

Found a solution. What I had was mostly correct, but I needed to flush the ZBuffer, then re-draw my portal triangles to the depth buffer after drawing the contents of the portal.

void RENDER_StartPolyStencil(vertexStruct* v, int n)
{
	glEnable(GL_STENCIL_TEST);
	glDepthMask(GL_TRUE);

	glStencilMask…
3,754 views
8Observer8
July 24, 2023 02:11 PM
Sprite in SFML style using FreeTexturePacker, pure WebGL 1.0, and JavaScript

This example loads sprites from the FreeTexturePacker sprite sheet and uses a sprite in SFML style

Playgrounds:

3,691 views
enigma_dev
April 09, 2022 02:23 PM
DevBlog 22 - Tighten Up The Graphics (Adding HDR, Bloom, Normal Maps, and more) [OpenGL 3.3]



I've refactored the rendering system in my engine.

The old way of rendering was complete in SDR.  

In this update I created a separate off screen framebuffer that everything is rendered to first.

This offscreen framebuffer is a float framebuffer, and can store values outside of the normal [0,1] r…

12,966 views
enigma_dev
March 27, 2022 02:20 PM
DevBlog 20 - Stencil Highlight Targeting, Player AI, and Objective AI

Making the game fun with AI and a useful HUD.

The HUD now has helpful elements like health, energy, and game stats.

But I found the debug lines to the ships that were attacking me, actually made the game more enjoyable.  

So I polished that up and made a real HUD system that has the debug lines. …

9,572 views
enigma_dev
March 21, 2022 12:57 PM
DevBlog 19 - Campaign Screen, Level Loading, and 3D UI



A from-scratch C++ dynamic 3D animating UI system using spatial hash grid!

I've defined my game's main menu using this system.

Buttons are constructed from shared "lasers".  

That is, when we go a screen, the buttons request lasers to make up their shape.

These lasers are requested from a pool, an…

12,720 views
Shaders for Beginners (with examples in OpenGL and Defold)

I had many problems with understanding shaders, but after getting a grasp - it is so easy, convenient and powerful! I present to you my twisted version of understanding this, hoping it will help other aspiring devs ?

This is my slow path from a total noob to a less-noob-ish shader programmer ? It wi…

13,667 views
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