OpenGLのテッセレーションで球を描く方法を考案した。
四角形テッセレーターが出力するx,yの2D座標を球表面の3D座標に変換する処理以外、特に難しいことは無い。
CPUが出力するのは球中心座標と半径のみ。あとはGPUが高速処理してくれる。
画像説明をお読み下さい。

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GRAPHICAL OVERHAUL:

Several designs, models, and other visual assets are being redone and reworked in order to create a game true to our artstyle. Custom OpenGL shaders will now be written to fully encapsulate the Event Horizon vision.

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OpenGLで作成した初音ミクさん
どの角度からみてもかわいい~

デスクトップの壁紙にしてもいい感じ

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I know that's not the place... but I wanna share my Octree on a custom OpenGL "game engine" that I am developing.

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First particle sketch I've written in Bolt

WebGL 2 transform feedback
Attraction / repel physics



https://t.co/JCGiMgmUx6

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Seems to be no end to my problems this month. It looks like updating my graphics card caused OpenGL features like canvas rotation and non-pixelated image zoom to stop functioning in Photoshop. Yeah I mean I've got CSP but I use PS to lay foundations down so this is a huge problem

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provides an OpenGL sample-project called "GLator" to demonstrate mixing OpenGL with an Adobe After Effects plugin.

So I made one called "Vulkanator" to demonstrate how to make a trivial Adobe After Effects plugin accelerated with

https://t.co/q1YuIJAw3n

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Meet the Kate! And who is that? Idk who is that... About the project. I still work on it. But last time i learn new material of OpenGL and start learn 3D (Yeah)

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Meet the Norra. I thought, what size of sprite was 2 x 4 blocks, every block have size 8 x 8, but I learn new technology for me, it's OpenGL.

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learning - Day 26:

I have finished 's course.

Today, I learned how to dynamically define vertex and index buffers. That was very interesting. Particularly, the ability to edit vertex arrays seemed very useful to me.

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My second OC is Jeff. A little bit changes a did with Jessie. I thought, what my project i'll be in like screen with symbols, but i started learn and there i made any projects, but I still remember, what I should work with it I think, it i'll be content!

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Over the past couple weeks my chosen form of masochistic escapism from the stress of the game's launch has been learning OpenGL and it's finally starting to click. This is my best renderer yet.

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More old screenshots of specular and diffuse lighting generated by hybrid screen space + probe space ray tracing.
Roughness maps are generated in-shader for demonstration purposes.

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日本電子専門学校 今日のヒトコマ

一コマ目は中間テスト! 実習室の後ろに置いてある作品パネル、いつも「OpenGL」と空目してハッとなってるのだ。

そんで先日の新潟キャンプ土産を配り歩いて今日はおしまい! 良い週末を!

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Okay, nothing like some collective-cheer. World of GLAM - what was the *best thing* about your week? Something you read / worked on / were inspired by?

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And here’s that Enforcer boss type enemy rendered in game

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AMD FSR has now been ported to the Slang format as a pixel/vertex shader! You will now be able to use it in RetroArch with any core! Will be compatible with Direct3D10/11/12, OpenGL Core, Metal and Vulkan video drivers! https://t.co/tW2zICOd4r

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In other news, I'm still playing around with OpenGL/GLSL and my helper library thingy, and now that I've at least got a *better* understanding of skeletal animation, skinning, etc., I'm trying out some more... effect-related stuff, I guess?

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