Latest lighting Activity
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The label on the image should be 2x2 quad seam.
It is worth noting this artifact only appears when using a fragment shader. Doing the sampling in compute does not exhibit this artifact.
encoding & decoding code is same as presented here: https://www.shadertoy.com/view/cljGD1
but trying different i…
I don't have time to piece apart and read all your suggestions. The answer to how this works is not “I'm considering how a graphics-engine lights any given environment, at the level of code.”
The answer is to learn how it works. Look into DirectX or OpenGL. Look at Phong shading. Etc. Normal Mapping…
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I have been creating a new game using the Godot engine, one that I am able to just add whatever. so I'll go over all the "hardships" I've had.
Setting up Qodot.Qodot is an addon for Godot that allows you to create maps using the TrenchBroom Quake map editor. LET ME TELL YOU, if you want Half-Life, …
Thanks, this is a really good explanation!
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I recently took this photo a few weeks back to mark the moment I achieved peak graphics quality for my game. It might not look very impressive when compared to some amazing projects by others, but …
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Just a small demo of triplanar texture mapping + normal mapping in action over a procedurally generated surface.
To better show the effect, in this simple demo I used a brick texture over a very smooth terrain (generated using small values of "persistence").
Textures from:
. FreePBR.com
. Textures.com
C…
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Maybe this is part of the problem:
float3 va = normalize(float3(size.xy, s21 - s01));
float3 vb = normalize(float3(size.yx, s12 - s10));
float3 localNormal = float3(cross(va, vb) / 2 + 0.5f);
You forgot to normalize the final normal, while normalizing the two tangents isn't needed. So it should be:
f…
JoeJ said:
Your game looks like you might use BSP trees for the levels?
Currently I am not. I'm loading the meshes in and drawing each one (with some simple batching of unique meshes). Then for collision I create individual mesh objects within bullet physics and use bullet's collision functionality t…
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The theoretical parts of this article require some knowledge of optics and electromagnetism, however the conclusion and final result (a practical implementation of single-layer thin film interference in the context of a BRDF) do not. You may therefore wish to skip the theoretical sections.
Intr…