#opengl
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Okay new problem reared its ugly head.
Note the BONE TESTER field on the top of the screen.
Expectation: Mitzi's head turns around when I change it.
Reality:
I'd already confirmed before that the face mesh' bone assignments were correct, but the rest of the cat clearly isn't.
This is what you get when every single goddamn tutorial uses Assimp and you have UFBX instead.
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*Character in a musical delivering a line that's about to lead seamlessly into a song voice*: Anything I want it to...
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Opengl doesn't stand for "open graphics library." It stands for Openly Gay Lesbians.
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cube(cubecubecubecube)
#fursuit#fursuit friday#protogen#furyr#furry#furries#furry fandom#furry art#furry community#protogen furry#opengl#rendering#ray tracing#rasterization
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why can't we render spheres in traditional rasterized graphics? like why do games still have to approximate a sphere with polygons? shouldn't sphere intersections and everything be simple? shouldn't it be easy to add a mathematical sphere into a scene and render it intersecting/overlapping with triangles?
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The Correct Project Focus Brigade tears the door down. "Drop the keyboard ! You've been found to work on your Side Project instead of your Main One!!! Drop it!!!!" one screams. They rush inside the room lit by a lone 1440p monitor. The diminutive frog, illuminated by the light mode code editor, doesn't react. It reaches down, up from a comically tall and instable stack of chili-flavored bags of chips set on the desktop chair, and presses another key. The heavily armed officers are just too late.
Already the codebase has been cleaned. New and better abstractions implemented. Textures ? Loaded. Instancing ? Streamlined. Shaders ? Enshittified. Documentation ? Somewhat written.
One of the men, voice muffled by his balistic mask, asks: "Wait, where are the shadows ? Geometry shader ? Whattabout screen space stuff ? And sending additional textures to shaders ? Also, is the library even actually usable ? ". The frog emits a terrible sound, akin to the rasp agony of a small mammal encountering a 12 wheeler truck on the roadside. Immediately, the amphibian collapses in on itself. The poor brigade is left all alone. They split the chips.
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A closer look at an OpenGL scene found in the official "red book" programming guide, which largely features renders of LEGO bricks. This scene is also recognizable from its presence in a well known win95 screensaver.
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Little ad moment. I'm not paid or anything, I just really like this library I thought I'd share.
This is fuckin huge.
Fuck electron apps loading up your 8Go of ram with a single one open, embrace real GUI in C, C++, Odin and many more to come with Clay
I'm so in love with this. It's C99 style, single header, very elegant and nice to use. Works with raylib, opengl, sdl, vulkan, and ANY OTHER RENDERING ENGINE.
Video tutorial and presentation under the cut:
youtube
#cool retro term#linux#linuxposting#programming#c++#c programming#c++ programming#gui#gui programming#odin programming#raylib#sdl#sdl 2#sdl 3#opengl#vulkan#Youtube
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WIP: Klonoa 2 Model Viewer
super secret tumblr exclusive
The Klonoa 2 decompilation has progressed far enough to where the model rendering code has been fully matched. Here is a preview of a model viewer project that aims to reimplement Klonoa 2's model rendering effects as accurately as possible in OpenGL/WebGL. Note that the specular and outline effects have not been implemented yet.
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Do you ever just turn off enemies and sneak around pretending your game is a stealth game?
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I’m learning how to write GLSL… it’s really incredible what modern GPUs are capable of in terms of SIMD. Even a mobile GPU can easily render a zooming-in Mandelbrot Set (calculated to 10,000 iterations) at a stable 60FPS! When I get home, I’ll try to write a proper Mandelbrot viewer for my desktop’s GPU using GLX. I’ve never been someone that cares much about graphics or GPUs, but… holy shit. Embarrassingly parallel problems are so much fun to turn into shaders.
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First step is completed.
That's not a proper acre (though it is 16×16 tiles), it's just a fixed set. But still!
Next trick is to figure out which acre you're in, position-wise, draw it and the... I dunno, eight strips from the surrounding areas, with stuff like ground types and elevations.
Then add the drum distortion which can then be visualized easily, and add different models for certain tiles like cliffs and rivers.
And then I can worry about making a custom shader that lets me do ground coloration through the year, because this one is baked.
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What the hell are any of these used for
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A-star pathfinding in action
youtube
#gamedev#indiedev#creative coding#coding#pathfinding#game development#programming#c++#c++ programming#opengl#Youtube
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Sometimes it takes some bullshit

To make some bullshit
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Bisection
I've encountered several otherwise-capable software developers who apparently don't know how to use bisection to locate regressions (=bugs that were introduced recently into a software project).
The basic idea is, you identify a (recent) commit A that exhibits the bug and another (older) commit B where the bug is not present. Then you pick a commit C about halfway between A and B and determine whether the bug is present there. If it is, you pick D between C and B and repeat the process. If not, you pick D between A and C.
In this way, by running a dozen or so tests, you can often identify a single commit from among thousands. It's an example of a "divide and conquer" strategy.
I spent a pleasant half hour today using bisection to locate a 3 year-old performance regression in one of my projects. Said project has 1427 commits. Back in 2022 I added code to check for OpenGL errors. For one particular workload, those changes cut the graphics frame rate by a factor of 4.
All I need now is a simple mechanism to bypass OpenGL error checking, one that won't cause me to forget that those checks are available!
#war stories#binary search#opengl#software development#coding#accomplishments#divide and conquer#workload#performance
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