glfw: learned
geomery shader: learned
rendering of lines that fade with length fully on the GPU: achieved
wheeee!
Discussion
glfw: learned
geomery shader: learned
rendering of lines that fade with length fully on the GPU: achieved
wheeee!
heck yeah, from 100% CPU usage down to just 12%. now I just need to draw the rest of the fucking owl
@slyka I'm not sure what a vector scope plot does but this is real pretty!
@jamey it's a visualisation of the chroma component of a composite video signal, rendered in the complex plane. The angle specifies the hue, the distance from the center the saturation. Each of the bright spots is a test field of a specific color in a TV test pattern. by comparing that plot to a reference you can make sure your color decoding works right
@slyka oh, that's fascinating! I love learning things about signal processing, thanks for explaining 😊
also, having just done my first shader programming recently, I'm enjoying that you're sharing your results
@jamey yeah, I'm getting back into shader programming for the first time in ages right now, the last time I touched low level openGL stuff geometry shaders were not even a thing yet I think, so it's exciting to have new toys to play with. it's really cool what you can do with them and I can already see a whole bunch of ways I can use them to improve my virtual analogue television thing
@slyka the last time I touched OpenGL, programmable shaders of any kind were not a thing, so jumping ahead to WebGPU/Vulkan has been quite a leap for me 😂
I worked out how to use compute shaders to propagate transforms down a scene graph/tree in a number of steps that's logarithmic in the depth of the tree, and how to use fragment shaders to make flat squares look like spheres without needing to pick a tesselation scale, and then I got stuck on some math. a fun little experiment, anyway