Texture atlases, wrapping and mip mapping Today I want to write about what is probably the single most common question that gets asked regarding greedy meshes. Specifically: How can greedy meshes be texture mapped? One naive solution might be to create a separate texture for each block type, and then do a separate pass for each of these textures. However, this would require a number of state changes proportional to O(number of chunks * number of textures).
Tutorial 5 : A Textured Cube In this tutorial, you will learn : What are UV coordinates How to load textures yourself How to use them in OpenGL What is filtering and mipmapping, and how to use them How to load texture more robustly with GLFW What the alpha channel is When texturing a mesh, you need a way to tell to OpenGL which part of the image has to be used for each triangle. This is done with UV coordinates. Pixar Renderman RenderMan 20 Now Available! Highlights of version 20 include a game-changing noise reduction technology that accelerate render times from 2x to 10x. RenderMan 20 also expands the creative choices available to artists and studios through numerous advances in usability including a physical camera, a Visualizer for navigating and inspecting large scenes interactively, expanded shader libraries and presets, and new volume rendering features.
OpenGL ES Pixel Shaders Tutorial Bark at the Moon.fsh! In this pixel shaders tutorial, you’ll learn how to turn your iPhone into a full-screen GPU canvas. What this means is that you’ll make a low-level, graphics-intensive app that will paint every pixel on your screen individually by combining interesting math equations. Internet Arcade : Free Software : Download & Streaming by Williams software eye favorite 227 comment 19 Defender is an arcade video game developed and released by Williams Electronics in February 1981. GLSL Sandbox Gallery GLSL Sandbox Create new effect! / github / gallery by @thevaw and @feiss / editor by @mrdoob, @mrkishi, @p01, @alteredq, @kusmabite and @emackey Previous page Next page
Coder Corner » Archivio Blog » PEEL - public release 1.0 PEEL - public release 1.0 I am very happy to announce the first public release of PEEL - the Physics Engine Evaluation Lab. I briefly mentioned it on this blog already, here. Source code is included for the main program and most of the PINT plugins. That way you can create your own test scenes and check that everything is done correctly, and benchmarks are not biased. Efficient parallax scrolling background using GLSL shaders Posted on Wednesday, 18 December 2013 Take a look at this. The scrolling background has 4 layers, each with an alpha channel. Each layer is 2560x720. Looks pretty good I think! "But Nicky," I hear you exclaim, "doesn't drawing each of those layers mean you're pushing an entire screen of pixels 4 times just to draw the background?