Planning the architecture for my first game engine resource compiler
The ugly model loader If you are not interested in how I ended up with a crappy model loader, jump to the resource compiler section.
Since I started working with OpenGL, almost five years ago, I wrote a super simple and ugly model obj loader. The main issue was that tinyobj loader would give me back multiple index buffers, one per geometry attribute.
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How would you go and expand your hair segment into polygons you can shade? Geometry Shader? Vertex Shader? Introduction The other day I was talking with a friend who was trying to make grass shader, he was going about it by using a geometry shader. Although a geometry shader is a really appealing solution, it might not be the fastest one.
Why not geometry shader? Warning, what I am about to say is mostly what I gathered from the industry, my experience with geometry shader is near to not existent, the only geometry shader I ever implemented was the Nvidia solid wireframe shader .
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You just applied gamma correction to your real-time application and everything looks too bright? De-gamma yout textures! To wet your appetite, here it is a wrongly doubly gamma corrected picture.
Introduction I have been working on my dx11 toy engine for a while now, and I got to the point where I wanted to try to implement PBR. By following the learn-opengl tutorial, they mentioned that I was going to need to handle HDR, I went and upgraded my deferred renderer to support it, and added a post processing pass to do tone mapping, and since I never did it, gamma correction.
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