I'm doing these fun little micro optimizations and tweaks to my hobby renderer which aren't really all that impactful, but I'm just deferring having to actually work through the horror of fixing cubemap texture sampling 馃珷
I added sorted transparencies and cubemap reflections to my software rasterizer, when I realized nobody would stop me from doing this.
Weekend progress!
Skybox. Better metallic material shading. Normal mapping. And lots of optimization to keep it running at "interactive framerates"
I added sorted transparencies and cubemap reflections to my software rasterizer, when I realized nobody would stop me from doing this.
"Driving Toward Reality: Physically Based Tone Mapping and Perceptual Fidelity in Gran Turismo 7" from this year's SIGGRAPH was an excellent presentation from which I learned a lot. Thanks for organizing the PBS course @self_shadow et al.
https://blog.selfshadow.com/publications/s2025-shading-course/pdi/s2025_pbs_pdi_slides.pdf
Hey #OpenGL and #graphics people, are there any graphics profiling/instrumentation/frame debugger solutions which work with OpenGL on modern non-Windows systems? Something 脿 la #RenderDoc but that works on #Wayland or Apple Silicon Macs. To do frame debugging right now I have to log out of my Wayland session on my #Linux desktop and log in to #X11, which is uber-broken on my mixed DPI fractional scaling multi monitor setup... #programming #graphicsprogramming #macdev
Hey #OpenGL and #graphics people, are there any graphics profiling/instrumentation/frame debugger solutions which work with OpenGL on modern non-Windows systems? Something 脿 la #RenderDoc but that works on #Wayland or Apple Silicon Macs. To do frame debugging right now I have to log out of my Wayland session on my #Linux desktop and log in to #X11, which is uber-broken on my mixed DPI fractional scaling multi monitor setup... #programming #graphicsprogramming #macdev
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck
Jet lag! Not so great for sleep. But certainly great for getting a few last-minute features into my vacation software rasterizer project. Now it has (hacky) specular lighting and voxel shadows.
It was refreshing to have some time and energy for hobby coding. It is pretty much complete I guess. Back my normal busy schedule starting today.
My software rasterizer supports textures now 馃コ
Texture filtering is obviously next, but I wonder if I should build a lightmapper instead so these scenes can look better...
So I added early-z mode, late-z mode, and alpha testing. Pretty.
My software rasterizer supports textures now 馃コ
Texture filtering is obviously next, but I wonder if I should build a lightmapper instead so these scenes can look better...
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck